recursal/Fanatic-Fandom huggingface dataset:
Diedne

**Lema:** *Beata Terra beata omnia eam servant* (Benditos sean la Tierra y todos los que la sirven).

Antaño existió otra Casa, la Casa Diedne, de orígenes druidas. Sin embargo esta Casa fue expulsada y destruida totalmente durante la Guerra del Cisma, a comienzos del siglo XI, aunque sus líderes nunca fueron encontrados. Muchos susurran que los Diednes supervivientes se refugiaron en algún bosque feérico, donde un día corresponde a un año en el mundo real. Así, podrían regresar en cualquier momento, con ideas de venganza aún frescas en su memoria.

**Diedne, el Fundador:** Provenientes de las Islas Británicas, el joven Diedne y sus seguidores fueron los únicos druidas que aceptaron integrarse en la Orden. Debido a la enemistad tradicional entre los druidas y los magos de origen romano, fue necesario que el propio Bonisagus garantizara su protección a Diedne para que éste se atreviese a aceptar su invitación a unirse a la Orden.

**La Guerra del Cisma:** En el siglo XI, poco después de que los líderes de la Casa Tytalus fueran acusados de diabolismo y ejecutados, los miembros de la Casa Tremere exigieron a la Casa Diedne que revelara sus rituales secretos, aduciendo que en caso contrario sospecharían que ellos también eran culpables de diabolismo. La Casa Diedne se negó, y en medio de la histeria colectiva que por entonces imperaba en la Orden, una provocación siguió a otra hasta que, finalmente, la Casa Tremeredeclaró una Guerra de Magos colectiva contra la Casa Diedne, un hecho sin precedentes en la historia de la Orden. Los Tytalus, deseosos de hacer olvidar la corrupción de sus antiguos dirigentes, y los Flambeau se unieron a dicha declaración con prontitud. Los Quaesitores, esperando recobrar el control sobre la situación, expulsaron de la Orden a la Casa Diedne, permitiendo así su exterminio.

La lucha fue feroz, y más de la mitad de los magos de la Casa Flambeau perecieron en ella, pero la Casa Diedne fue barrida del mapa y no se ha vuelto a saber de ella. Sin embargo, no fue posible encontrar el cadáver de Llewellyn el Maldito, entonces Primus de la Casa Diedne, ni de algunos de sus seguidores. Algunos creen que consiguieron escapar a un bosque faérico, donde el tiempo transcurre de un modo más caprichoso, y que pueden aparecer en cualquier momento, sin que para ellos hayan pasado más que unos años, con el deseo de venganza fresco en su memoria.

De hecho, ya en el siglo XIII, algunos magos de la Casa Tremeresiguen haciendo jurar a sus aprendices, que si alguna vez volvieran los magos de la Casa Diedne, reemprenderían la lucha contra ellos de inmediato.
Bonisagus

**Lema:** *Pernitatia sapientia que ad cognitionem cursus sunt* (La perseverancia y la sabiduría son las claves de la belleza y del conocimiento).

Bonisagus inventó la Teoría Hermética de la magia y su discípula, la maga Trianoma, organizó la formación de la Orden. Por ello esta Casa siempre ha gozado de un gran respeto por parte de los demás magos. Muchos miembros de esta Casa se consideran una élite privilegiada y especialmente dotada.

Algunos magos Bonisagus refinan y aumentan la teoría Hermética, mientras que otros supervisan su continuo desarrollo político. Ambos tipos tienen una fuerte tradición de usar su conocimiento y poder en beneficio de la Orden. El egoísmo está muy mal considerado.

**Bonisagus, el Fundador:** Quizá el fundador más famoso, Bonisagus estableció una tradición de experimentación e investigación en las complejidades de la magia, y más importante, codificó estas investigaciones en una forma útil para los demás. Su gran aportación fue estudiar numerosas tradiciones mágicas dispares y unificarlas todas en lo que se dio en llamar teoría hermética. Gracias a su labor, los magos que estudiaron este nuevo modo de hacer magia pudieron compartir sus conocimientos y llegar a destacar en campos de los que anteriormente no sabían nada.

**Domus Magna:** Durenmar, una Alianza de la Selva Negra, es la Domus Magnus de esta Casa, y el lugar de nacimiento de la Orden. En honor de Bonisagus, las reuniones del Gran Tribunal de Europa se celebran en Durenmar cada 33 años.
Foolish Gambler's Die

The **Foolish Gambler's Die** was dropped by the Special Black Cow after Grid defeated it.

## Information

The **Foolish Gambler's Die'**s purpose isn't exactly stated. The ability to 'always roll the desired number' is not simple.

## Description

[Foolish Gambler's Die]

Rating: Unique

Durability: 5/5

\* The durability is reduced by one with every use.

\* Can't be repaired.

A die obtained from the black cow. You can roll the desired number.

Conditions of Use: None.

Weight: 0.1
Great Magician

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**Great Magician** may refer to any of the following:

* Legendary Great Magician (Class) - is the class of great magician who are Legends.
* Great Magician (Class) - was Grid's class before Duke of Wisdom.
* Great Magician (Title) - distinguishes great magician if they do not have the class or similar.
* Conditional Great Magician - was listed twice in Grid's status window as a class.
* 10 Great Magicians on the Continent - is an affiliation with unknown meaning beyond the title **Great Magician**.
Ars Magica

Bienvenido a Ars Magica y al mundo de la Europa Mítica. Éste es un lugar donde las glorias del mundo clásico son polvo, y las promesas del Renacimiento todavía están por venir. Estamos en pleno siglo XIII. La vida es una lucha constante: las guerras y las plagas acechan por doquier, la Iglesia y los reyes gobiernan con mano de hierro. Pero la Europa Mítica también es un lugar de maravillas mágicas, habitado por todas las criaturas de los cuentos y mitos populares. Lo que los habitantes del lugar creen resulta ser real: debe calmarse a los Duendes y los espíritus rurales; los demonios corrompen todo lo que tocan; el poder divino es accesible mediante las oraciones; y la magia está por todas partes. En este mundo, muchos magos están organizados bajo las leyes de la mística Orden de Hermes, donde también tienen cabida los leales Compañeros y Grogs que viven junto a los Magos en sus Alianzas. Estos protectores arrojados proporcionan un canal de comunicación entre los Magos y la civilización mundana que a menudo no comprende su poder y motivaciones. Éste es el ambiente de **Ars Magica**.

Los magos viven en pequeñas comunidades que se llaman Alianzas. Viven cómodamente, investigando hechizos, encantamientos, mejorando sus artes,… y mientras tanto en el mundo exterior suceden cosas: desde la política mundana entre reinos hasta adoradores de demonios, traviesos duendes o magos que se disputan un territorio mágico…
Grid/Knights

## Information

Includes all knights that Grid can summon via Knights Summoning. Everyone has a position in the Overgeared Kingdom. When he was a Viscount, Grid could summon 3 knights. When he became Duke Grid, he could summon ?#?. As the Overgeared King, he can summon any citizen of the Overgeared Kingdom.

## Known Knights of Grid

### NPCs

* Jude (1st NPC knight summoning)
* Piaro
* Asmophel
* Sticks
* Kasim
* Mercedes
* Noll
* Teruchan
* Braham

### Users

* Overgeared Guild members, especially the Ten Meritorious Retainers.
	+ (1st user knight summoning: Lauel & Huroi)
* Ruby

## References

1. ↑ Chapter 239: Summonable - Huroi, Lauel, Jude, Jishuka, Euphemina, Faker, Pon and Regas
2. ↑ Chapter 281-282: Summoned - Piaro, Asmophel and 10 members of Overgeared (Jishuka, Pon, Regas, Vantner, Toban, Faker, Lauel, 3 unknown Tzedakah members)
3. ↑ Chapter 510
Mentem

**Mentem (ME) “Mente”** Esta Forma incumbe a la mente, los pensamientos y los espíritus. Mentem también puede afectar a los “cuerpos” de los seres incorpóreos, tales como fantasmas, mientras se mantengan en el mundo físico debido a la voluntad del propio espíritu.
**Bono por Forma:** Tiradas para resistir persuasión mundana, engaños o tentaciones. Pronunciado “méntem”.
Uken

holder pick

Ukens are from the Augur system on Augur 2. The planets temperature ranges from 10-15c. It is a level 1 terrestrial world. The Ukens are unique in there ability to sense something called malek. It is a mystery as to what it is and is a prime subject of much study.

BIOLOGY
Ukens are tripedal anthropods. They are 0.87m tall and have a radius of 0.25m. Humans joke that they look like the war machines in War of the Worlds because their body is a flattened ball supported on three insect-like legs. On top of their body is a beak and three pincer arms. Inside, their brain and sailet (the organ that senses malek) wraps around their stomach. Waste is disposed of at the bottom. They tend to live between 180-200 Earth years. Their diet is omnivorous.

MALEK
No one really knows what malek is. But all life on Augur 2 use it to see the world around them. It allows the seer to see things that sight can't. For one, it can see the inside as well as the outside of things simultaneously. Ukens also have been able to see dark matter with malek. Because they can see through objects, their sailets are safely located inside the body rather than outside like eyes.

RELIGION
Before first contact, Ukens worshipped many gods as numerous as the stars. They would give offerings to keep them happy. But after first contact, they noticed that no other race could see malek. The priests came to the conclusion that Ukens were in fact gods, and the gods they were worshipping were their ancestors.

TEMPERAMANT
They are generally calm and collected, but question their divinity and they will go crazy. They see themselves as above all races. However, when they met humans, they became quite annoyed. Most aliens just ignored the Ukens' delusion and focused on more important things. Humans however. You know how they are. They are always keen to knock the Ukens a peg or two. Which is why Ukens particularly despise humans and are on bad terms with their government(s).

RELATIONS
As stated before, they do not like humans, as they like to question the Ukens' divinity. Most other races, however, are usually on good terms. The other aliens just feed the Ukens' delusion and pretend to worship them. The Ukens are usually hired to be navigators, as they can see things that others can't. It is generally advised to not hire both Ukens and humans on the same ship. Chaos will ensue.

ADVANCEMENT
Ukens have technology that can sense malek. Because of this, it is in much demand throughout the universe. With these exports, they can afford to import other technologies, keeping up with the latest tech.

created by August097
Las Doce Casas

Aunque antiguamente hubo una Casa más, ahora son Doce las casas que engloban la Orden de Hermes. Todo mago perteneciente a la Orden forma parte de alguna de estas Casas, casi siempre acompañando su nombre de la forma Nombre ex Casa (por ejemplo, Adunaphel ex Merinita o Lenna ex Verditius).

* Bjornaer
* Bonisagus
* Criamon
* Ex Miscellanea
* Flambeau
* Guernicus
* Jerbiton
* Mercere
* Merinita
* Tremere
* Tytalus
* Verditius

* Diedne
Ex Miscellanea

**Lema:** *Multitudo totum componet* (El todo está compuesto por muchas partes).

Es una gran colección de magos diversa y muy desorganizada. Aunque originalmente fundada por una renegada como rival de la Orden de Hermes, esta asociación fue al final aceptada como una Casa de pleno derecho. Acepto hechiceros de todas clases, muchos de los cuales sólo son Herméticos nominalmente y cuya magia proviene de muchas y dispares tradiciones. A los magos ex Miscellanea (miskelánea) a menudo se les llama brujos por sus muchos detractores dentro de la Orden y, de hecho, la mayor parte de sus miembros proviene de la clase campesina.

**Pralix, la Fundadora:** Desde su fundación, la Orden de Hermes demostró un talante hostil hacia todos los magos que rehusaban unirse a ellos. Muchos, como los druidas, fueron exterminados, principalmente por Flambeau y sus seguidores.
En el siglo IX, uno de los hechiceros más peligrosos enemigos de la Orden huyó a las Islas Británicas, donde la Orden aún no había llegado. En vez de olvidarse de él y permitir que se hiciera más fuerte, se decidió enviar a un grupo de magos para asesinarlo. Ese grupo estaba comandado por Pralix, seguidora de Tytalus. Con ella llevaba un poderoso artefacto mágico, obra del anciano Verditius. Ya en Inglaterra, los enviados de la Orden sufrieron una severa derrota. Pralix, que había sido una de las pocas supervivientes, se negó a aceptar el fracaso, y dedicó los siguientes años de su vida a recorrer el país tratando de convencer a todos los brujos y hechiceros locales para que se unieran a ella. Pralix tuvo éxito en su empeño, y finalmente logró acabar con la vida de su enemigo. Entonces, en vez de regresar al continente, decidió establecerse allí y fundar junto con sus nuevos aliados una Orden rival de la Orden de Hermes. La llamó la Orden de Ex-Miscellanea.

Al llegar estas noticias al continente, los magos de la Orden de Hermes se prepararon para la guerra. Finalmente, sin embargo, la intervención personal de la Prima de la Casa Tytalus, amiga de Pralix, impidió el conflicto. La Orden de Ex-Miscellanea se integró como una Casa más de la Orden de Hermes, con los mismos derechos que las demás.

**Domus Magna:** Cad Gadu, en Gales.
Theta Centaurians

Theta Centaurians are from Theta Centauri 4. They are known throughout the universe as great engineers and mechanics. They evolved to breathe an atmosphere rich in nitrogen and can live between 90-120 Earth years.

#### Appearance

Humans like to make fun of Theta Centaurians because they look like centaurs. It doesn't help that they come from the centauri constellation. There is a theory, though, which suggests that some Theta Centaurians were stranded on Earth centuries ago, and these gave rise to the myth of the centaurs. There are some differences between Theta Centarians and their mythical counterparts, however. Theta Centaurians have no external ears and instead of hair, they have proto-feathers. Not to mention that there is no clear distinction between the upper half and the lower half. Both are covered in proto-feathers.

#### Occupations

Theta Centaurians are universally known for their talents in engineering and mechanics. They can be found throughout the universe working on some kind of project. Rarely does a ship not have one aboard. Because of their talent, they are the most advanced in the universe. There is no technology they do not possess. Well, that is until humans arrived on the scene. Humans constantly develop new technologies that baffle the Theta Centaurians. As a result, they always keep tabs on the latest developments in human technology.

#### Relations

Because of their skills, most races try to keep in good grace of the Theta Centaurians. Only their rivals try to cause trouble. These have caused several wars. As for humans, the Theta Centaurians are particularly fond of them. Humans share the same brilliant creativeness that the Theta Centaurians have. What makes them different is the humans' daringness. Humans do projects that wouldn't even come to the minds of Theta Centaurians because such things would be presumed ridiculous. Because of this, humans always develop unique technologies that Theta Centaurians lack. So, Theta Centaurians always keep tract of the latest developments in Human technology.
Baby Heavy

Heavy weapons guy but infant.

Travels different maps looking for his dad

Always crouch walks

Only fist and Lunchbox items

Not aggressive but screams the crying voiceline and the dispenser voicelines

Some babies slap people who attack them, some just eat sandvich

Baby heavy cant swim, tfort sewers worst enemy.

Primary food source for the pyrosharks, tryhards, demoknights.

They dont wear hats other then the pootis or gibus if poor baby, sometimes they wear shirt cosmetics

If you agree to be their father ( or mother if your REALLY a women, those guys are not real in tf2) you better raise them well and feed them.

Keep them away from guns or they will become a tryhard or a fat scout when they grow up.

Thats it really, enjoy being an infant.
Imaginem

**Imaginem (IM) “Imagen”** Esta Forma implica a todo aquello en el mundo que responde a los sentidos. La filosofía natural las denomina con el vocablo latino “species” (pronunciado “éspekies”). Todos los objetos emiten constantemente species que afectan a cada uno de los sentidos. Aquellos que atañen al tacto y al gusto no llegan lejos, mientras que los que involucran a la vista requieren de luz para separarse del cuerpo que los origina. Los hechizos de Imaginem afectan a los procesos por los que se generan las species, más que a las species en sí mismas. Por consiguiente, las species que emanan de una ilusión no son propiamente mágicas. Ten en cuenta que Imaginem no puede crear solidez real, por lo que podría conseguir que algo “pareciera sólido” hasta que, de manera fortuita, atravesaras con tu mano la superficie del objeto. Las ilusiones táctiles son mucho más efectivas a la hora de cambiar la manera en la que percibimos la superficie de un sólido; haciendo que una tabla de madera parezca de piedra o un cuchillo sin filo. Imaginem solo cambia el aspecto que un objeto presenta al mundo. No cambia los efectos que deriven del mismo. Imaginem podría hacer que un fuego pareciera frío, pero el fuego todavía quemaría.
**Bono por Forma:** Tiradas para resistir confusión, sordera o náuseas provocadas por imágenes, sonidos, olores o sabores. Pronunciado “imáginem”.
Greys

Greys are mysterious aliens who have been visiting Earth since the 1940s (though, some claim they could have come earlier). No one knows where they're from, nor why they are so interested in Earth, crop circles, and cows. They also like to temporarily kidnap people and anal probe them.

APPEARANCE
Greys vary in size. Some are the size of children, while others are as tall as 6.5m. As their name suggest, they are grey in coloration. Their heads are enormous compared to the rest of their body. Which is thin and scrawny. Their cranium is massive, likely containing a large brain. They have giant, dark oval eyes. And they don't seem to have noses.
Herbam

**Herbam (HE) “Planta”** Esta Forma afecta a las plantas y a los árboles. Incluye todo tipo de materia vegetal, incluso aquellas que ya no están vivas, como por ejemplo madera muerta y lino.
**Bono por Forma:** Aguante contra armas de madera, tiradas para resistir venenos vegetales, tiradas para resistir el hambre. Pronunciado “hérbam”.
Artu

> Artu
>
>

Artu are a terrestrial specie, native to a mid system planet in the Nautae system.

* Appearance

Artu are small, hairless, Prosimian appearing creatures. Females stand at about knee height on the average human and males are typically about a foot shorter. Alpha males however stand at around 75cm (29.5 inches) as a direct result of higher food intake (The other Artu in the troop will feed the alpha in return for being provided with protection by the alpha).

* Physiology

Artu are very resilient creatures thanks to their stunning ability to perform cryptobiosis (much like the Terran Water bear or tardigrade) these creatures are believed to have evolved this trait due to their native system having two stars, causing extreme low temperatures. That also contributes to the Artu's uncanny ability to stowaway on places on board ships that are not designed for crew habitation. In one case, Artu were found in stasis on the outside of an unmanned Human research drone that landed briefly on a cold climate planet; it is believed that the artu were attracted to the ambient heat of the vessel due to entry through the atmosphere.

* Behaviour

Artu are social animals and are known to lose will to live if they don't have a companion (companions can be rather abstract such as roombas). Artu are passive and friendly unless you try to steal or deprive them from food (the need for food is a very powerful force in Artu because they would die in stasis without it).

```
Credit: https://bearisthename.tumblr.com

```
Race info

This is a page of questions you should try and answer for every race added.

While not required, it is recommended you answer as many of these as possible.

Also, please note if you add a race you created to the wiki you are giving tacit permission to other writers to use the race in their own work; that is, after all, the point of the wiki.

While you are free to use the races in this wiki writers, please consider tagging the race creator at the end of your posts to share the love. You would appreciate it if it was a race you created.
Friendly

A friendly is a creature in Team Fortress 2 that doesn't harm other players unless threatened. They usually stay in corners away from the action and may form groups. Typical behaviour is to do taunts like the Conga, Mannrobics, and Kazotsky Kick. Friendly heavies often throw their lunchbox items to enemies.

## Communication

Friendlies try to communicate with the enemy team to show that they are friendly. This includes crouch walking towards an enemy or crouching in a corner. They also spam the silliest voice lines for their character. They can also engage in a taunt that keeps them in the same spot for a long period of time. Some friendlies use the Schadenfreude to lighten the mood.

Many friendlies make themselves very vulnerable to death to make it obvious that they do not want to attack. Many do it by holding melee weapons out, or by holding items that cannot do damage, such as the Sandvich. Spycrabs go even further by holding out their disguise kit and facing directly upwards, making them incredibly easy to kill.

When killed, friendlies usually become incredibly aggravated and will often call the enemy player "toxic", "tryhard", "cheater" ect.

## Impact on gameplay.

Friendlies usually do not play for the objective and are a form of happy gamer who just want to make friends and have fun. They usually have no effect on gameplay.

## Types

* The Trolldier
* The Pyroshark
* The Demopan
* The Hoovy
* The Lazyneer
* Ticky Sentry
* The Friendly Pocket
* The Spycrabs
* Santa Heavy
Uazkrakg

Uazkrakg are a pretty mysterious species. They do look to most races to be a very modest race especially about their own private parts. Uazkrakg often engage in activities that would either confuse other races or make them go insane. These activities do take a lot of respect for them instead of getting frustrated over everything in these things. Their culture honors these activities as the arts. The arts could include anything from poetry to trickery. They are usually almost mystical in nature. Uazkrakg are the determined patient ones when the apocalypse among races strikes.

Uazkrakg are avian creatures, they are around 1.3m long and their wingspan is 16m wide. Their front wings bring lift while their back wings give balance. They have a wide tail for balance when flying (because flying is a lot like swimming in the air but without the support that water gives)

Uazkrakg had a corporatcratic goverment (basically corporations ruling the world). Before first contact Uazkrakg thought that their path of evolution was the only one (just like humans and 99% of the other races). Their path goes like this: Make ritualistic dancing (thus religion), make alchemy (more religion), alchemical rituals (for religious and useful purposes), finances and math (for society reasons), writing (to store all of this knowledge), this is their basic evolutionary line.

They are pretty similar in design to Earth's inscects because the more oxygen they take in the larger they can grow however they are made of a plastic instead of a chitin. Plastic breaks down at higher temperatures as in the plastic melts. This does not have to do with their thermal body temperature, it just has to do with their external body. Their skin becomes soft when it is a higher temperature, and when it is a lower temperature their skin becomes rigid. They are adapted to cold temperatures.

They also have Chloride resistence in their cells (because chlorides are common on their home planet). Humans never let them on their planet because obvious reasons (look like giant insects, chlorides destroy ozone, plastics galore). They never let humans on their planet too because humans can only think of destroying insects when they see them.
Humans are space orcs Wiki

## Welcome to the Humans are Space Orcs Wiki

This is for the #humans are space orcs #earth is space Australia #humans are weird tags on Tumblr. This is where you can find information on different Races, Planets, Universes, Robots, and the many other things that show up in the stories.

Please feel free to add as you wish. We will be double checking for overlap of races and creatures.

Please note: This wiki is still under construction any contents you would like to add would be greatly appreciated but please be mindful of the creators of the content.

## Races

 Uken | Augur 2
 Grey | Unknown
 Artu | Nautae Bb
 Uazkrakg | Lustre D

info

List of races

## Known Galactic Governments

**Humans****:** United Nations, Democratic system

**Ukens** **:** The Stellar Authority, Theocracy

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder

1. ↑ Human
2. ↑ Uken
Grid/Affinity

This is a page to list and record all of Grid's NPCs' affinity throughout *Overgeared*. The general maximum affinity value is 100.

"→" is used to dictate change in affinity.

## List of NPCs

1. Earl Ashur | 0 or lower
2. Smith | 60→90→Maximum
3. Khan | Maximum→Bonded (Not the system)
4. Valdi | Maximum
5. Irene | Maximum→Married (Liking) | Maximum
6. Noe | 5→
7. Marquis Steim | Maximum
8. Piaro | → → →Maximum→Bonded
9. Asmophel | → → →Maximum
10. .
11. .
12. .
13. .
14. .
15. Elders of the Rebecca Church | Maximum
17. Braham | →→→→Maximum→Bonded
18. .
19. .
20. .
23. Noll | →
24. .
25. .
26. .
27. .
29. Mercedes | 20→70→?→Maximum→Bonded
30. God Hexetia | -1→ -2→48→ -10→70→Maximum
31. Overgeared Corn | -110→ -100→0→*Fixed Affinity due to Male Hatred*
32. 7th Evil | 10
33. Young Angels | +1 x?
34. .
35. Grenhal | 50
36. Morse | 30
37. Basara | 62
38. .
39. Toothless Tigers | +#x?
40. Blue Tiger | 50→
41. Red Phoenix | Maximum
42. Kyeongja | 50→70→
43. Hwang Gildong | 20→
44. Black Tortoise | Maximum
45. Dante | 20→Maximum
46. Singuled | 20→
47. Tower of Wisdom Leader Hayate | ??
48. .
49. Glant | 20→
50. Betty | 30→Maximum
51. Radwolf | 50→
52. Leraje | 1→21
53. Marie Rose | 10→9
54. Nefelina | 20→
55. .
56. Sima Qian | 20
57. Biban | Maximum→Bonded
58. Fronzaltz | 10→20→Maximum
59. Mountain King of Grenier | 10→20→30
60. Asura | 0→30
61. Beriache | 0→-20

## List of Locations

1. Patrian | Maximum→-40
2. Bairan (Reputation) | 200
3. Winston | Peak

## List of Affiliations

1. Yatan Church | Hostile→Maximum Hostility
2. Rebecca Church | 2800→Maximum
3. Judar Church | 800→2000
4. Dominion Church | 1500→3500
5. Elves | 20→70

## Notes

* Chapter 155 should have said 2200 for the Judar Church. Instead it said 2000.

## References

1. ↑ Chapter 1
2. ↑ Chapter 15
3. ↑ Chapter 17
4. ↑ Chapter 18
5. ↑ Chapter 26
6. ↑ Chapter 65
7. ↑ Chapter 62
8. ↑ Chapter 93
9. ↑ Chapter 138
10. ↑ Chapter 169
11. ↑ Chapter 206
12. ↑ Chapter 1085
13. ↑ Chapter 885
14. ↑ Chapter 1132
15. ↑ Chapter 788
16. ↑ Chapter 799
17. ↑ Chapter 1215
18. ↑ Chapter 806
19. ↑ Chapter 824
20. ↑ Chapter 889
21. ↑ Chapter 889
22. ↑ Chapter 894
23. ↑ Chapters 836 & 837
24. ↑ Chapter 837
25. ↑ Chapter 837
26. ↑ Chapter 884
27. ↑ Chapter 890
28. ↑ Chapter 1030
29. ↑ Chapter 1030
30. ↑ Chapter 1030
31. ↑ Chapter 1159
32. ↑ Chapter 1182
33. ↑ Chapter 1182
34. ↑ Chapter 1189
35. ↑ Chapter 1211
36. ↑ Chapter 1212
37. ↑ Chapter 1215
38. ↑ Chapter 1216
39. ↑ Chapter 1215
40. ↑ Chapter 1227
41. ↑ Chapter 1324
42. ↑ Chapter 1338
43. ↑ Chapter 1566
44. ↑ Chapter 1373
45. ↑ Chapter 1383
46. ↑ Chapter 1384
47. ↑ Chapter 1401
48. ↑ Chapter 1402
49. ↑ Chapter 1421
50. ↑ Chapter 1458
51. ↑ Chapter 1480
52. ↑ Chapter 1484
53. ↑ Chapter 1521
54. ↑ Chapter 1578
55. ↑ Chapter 1538
56. ↑ Chapter 1540
57. ↑ Chapter 1851
58. ↑ Chapter 1851
59. ↑ Chapter 210
60. ↑ Chapter 1
61. ↑ Chapter 15
62. ↑ Chapter 47
63. ↑ Chapter 5
64. ↑ Chapter 155
65. ↑ Chapter 91
66. ↑ Chapter 127
67. ↑ Chapter 91
68. ↑ Chapter 155
69. ↑ Chapter 91
70. ↑ Chapter 155
71. ↑ Chapter 818
72. ↑ Chapter 836
None

This Soldier is seen often on 2Fort and other CTF maps. The community has given this specimen no name, hence "None" as its name.

## Primary

This Soldier's primary of choice can be any. Some may prefer higher damage or higher fire-rate rocket launchers as primaries, so they can get their health low faster, though.

## Secondary

This Soldier's secondary of choice can be any. Some may also prefer the Gunboats for less rocket jump damage, though.

## Melee

This Soldier will use the Escape Plan for their melee. Though, some may use the Equalizer, as it provides more damage instead of speed.

## Behavior

Most won't follow the objective (eg. capturing the flag, or capturing the point), and they hate sentries, some even go out their way to destroy them.
Demowasp

Demowasps are what seems to be demoknights but they like to hang out in groups instead of hunting heads

They are friendly beings but if one is attacked dont expect to not be swarmed by a load of demoknights

Not much is known about these ''demowasps'' as they are hard to come across due to climate change
The Trolldier

## Trolldier

The Trolldier is a sub-class of Soldier that kills people primarily with their Market Gardener rather than their Rocket Launcher. These are generally found on Hightower and can be deadly in the right hands.

## Gear

### Primary

The most common primary is the Rocket Jumper. However, some Trolldiers may use the Liberty Launcher as a backup damage dealer.

### Secondary

If the Trolldier is using the Rocket Jumper they will almost always use the Mantreads, but some carry a Shotgun in case of a Tryhard or another emergency. If the Trolldier is using another primary, they will certainly use the Gunboats.

### Melee

Trolldiers always use a Market Gardener. It is their defining trait, though some may use a Frying Pan or another melee weapon for laughs.

### Cosmetics

Trolldiers have varying appearances, but the most common Trolldier cosmetic set is the Dr's Dapper Topper, the All-Father, and either a puffy coat, Max's Severed Head, or a badge.

## Behavior

Being a Trolldier is a simple concept but hard to master. You need to rocket jump and use your Market Gardener to kill people when coming down. The best place for it is an open area, such as Hightower.

While not technically a friendly, many Trolldiers become friendly if they miss a Market Garden on you and are left vulnerable. It is the right thing to let them live, they will remember you.

## Trivia

* The name "Trolldier" originates from the Trollface meme, which is usually used to indicate a joke or enrage an individual.
Clicker Engineers

The Clicker Engineers are a seemingly rare friendly type of Engineer that run around the map "clicking" using the widow maker primary while not doing damage to enemies. This is done via holding the the primary fire button down until you run into little ammo.

## Equipment

The Clicker Engineers only equipment is the widow maker.

## Action

Clicker Engineers tend to just fire blanks into nothing whilst running around to god knows where.
Engi Gun

The Engi Gun is an engineer pretending to be a sentry gun. They are not friendlies, but none the less are a very rare sight. Like sentries they look left to right until they spot a target and then attack using their secondary (they won't attack disguised spies and kill themself if they get sapped).

They can pose a threat, especially if an Engi Gun catches another player who is distracted. They may also be near dispensers for healing and ammo,

## Loadout

Primary: Any

Secondary: A pistol

Melee: Any

They wear the Brian Interface and the Sightliner.

## Trivia

A youtuber named Samwiz1 made a video where he was an Engi gun.
Human

**Humans** are bipedal ape descendants from the planet Earth. Not noted for being particularly bright, they spend most of their time concerning themselves with moving about little green pieces of paper. On the bright side, they are rather adept at adapting to just about any situation that the universe tosses at them.

~ Excerpt taken from the Hitchhiker's Guide to the Galaxy.
Scoot

The scoot is a rare sub class of scout they are seen wearing the party hat and the pyrovision goggles
informing players that they are friendly if they are not wearing the party hat they are trying to trick you. These scoots are called trap scoots they are tryhards in disguise.

PRIMARY: any weapon

SECONDARY: bonk atomic punch or any other trash weapons

MELEE: atomizer bat or fish
Defense War

*This article is lacking few details. You can help Overgeared Wiki by expanding it.*

## Defense War

### QuestReward

One small city. 25,000 contribution to the kingdom. The guild level will rise by 1. Two million gold will be obtained.

### Failure

The golems will advance to the capital of the Eternal Kingdom. The kingdom will fall into chaos.

## Other Details

### Initiator

Eternal Kingdom,
King Wiesbaden

### User

Giant Guild,
Chris

## Description

[Defense War]

Difficulty: S

Precisely 1,231 golems have crossed the border of the Eternal Kingdom.

Defend the Eternal Kingdom.

Quest Clear Conditions: Repel the golem army (0/1,231)

Quest Clear Rewards: One small city. 25,000 contribution to the kingdom. The guild level will rise by 1. Two million gold will be obtained.

Quest Failure: The golems will advance to the capital of the Eternal Kingdom. The kingdom will fall into chaos.

## Quest Result

The quest failed.

It was a tragedy. The Giant Guild could only defeat 300 golems. The southern part of the Eternal Kingdom was ravaged. Chris was desperate as he looked at Pedro, swallowed up by a raging fire.
The Milkman

The milkman is a class of scout that usually hangs around a group of hoovies, they will usually douse them with milk to keep them hydrated in the heat of dustbowl and 2fort

## Loadout:

### Primary

Any primary will work, as they usually won't be shooting people with it, hopefully.

### Melee

Either the Sun-on-a-stick or Fan O'War. The reasoning behind this choice for the Sun-on-a-stick is its uselessness and its awful stats that make it a meme, and for the Fan O'War, because it is the Scout melee with the lowest damage in the game, making it just as memey. Sandman is also seen because of its ability to taunt kill. In general, they won't be using their melee a lot.

### WARNING.

Any attempt to provoke them will leave you covered in milk and with a scattergun in your head as these milkmen are likely scunts out of rehab: they will likely remember their past.
Spy Hoovy

Spy Hoovies are a friendly subclass in tf2, the spy will disguise as mostly a Hoovy but occasionally other friendlies (commonly on the enemy team) and crouch/stand near them and become friendly.

## Loadout

There is no particular loadout that is commonly used, however the spycicle and dead ringer are useful for avoiding damage from hostile enemies.

## Behavior

Spy Hoovys will almost always act exactly like a Hoovy, and to the enemy team cannot be distinguished. However, there are some Spy Hoovys who will pretend to be a Hoovy, only to then backstab you when you look away. While this is potentially deadly, they only do this for fun and mean no real harm.

This is a passive version of the imposter spy.
Friendly Airblast Pyro

A friendly variation of the airblast pyro, Friendly airblast pyros are often seen airblasting other friendlies into corners or helping enemies cross sightlines faster with their airblast. Some will even airblast you all the way to the objective, though this will make the friendly Tryhard bait.

**Loadout:**

Primary: Stock

Secondary: Any

Melee: Any

**How to counter**

If you are unfortunate enough to be airblasted into a corner by an airblast pyro, do not try to attack, just wait and when they run for ammo escape to a spawn room or just run away if you're faster. If you are also a pyro however airblast back to engage in an airblast duel.
BonkyMcBonkFace

BonkyMcBonkFaces are a very rare species of Scout that are addicted to Bonk! products. Usually they are found on Doublecross, and it appears to be their home.

## Gear

### Primary

BonkyMcBonkFaces do not use their primary, under any circumstances. But, the Soda Popper, as it is at least some sort of soda.

### Secondary

BonkyMcBonkFaces appear to be addicted to the Bonk! Atomic Punch energy drink and will drink it either stragetically or simply whenever they can.

### Melee

BonkyMcBonkFaces worship and use the Atomizer, a Bonk-branded baseball bat that allows them to jump one extra time. They swing it around mindlessly, hitting people left and right, and using the triple jump in conjunction with the Bonk! Atomic Punch to get away from sticky situations.

### Cosmetics

BonkyMcBonkFaces usually wear Gibuses, and some form of sunglasses. The earliest ancestors wore the Professor Speks, but many now tend to wear some other pair of sunglasses. Newer Bonkys however wear the Ticket Boy as a third cosmetic option.

## Behavior

BonkyMcBonkFaces run around swinging their bat and drinking soda, all while still attempting to pay attention to the objective. If you come across one, stay away! He will start furiously swinging his bat at you, unless you start dancing, or start doing some sort of partner taunt. Other than that, they're mostly aggressive. If one does manage to start getting killed, they will attempt to start dancing, to try and get the enemy to give mercy.

The first known sighting of a BonkyMcBonkface: **The Rise of BonkyMcBonkFace**

Images:

A BonkyMcBonkFace on Badlands drinking his beloved Bonk!A BonkyMcBonkFace's vision as he approaches an unassuming Sniper.A high quality image of a Bonky, seemingly infiltrating BLU's base on Powerhouse.
Grid's Boots (Production Method)

## Summary

A heavy boots designed by Grid, in contrast to the light Braham's Boots, to support his use of greatswords. It is based on the advice given by Piaro during their travel on the way to Reidan from Kesan Canyon.

It was perfect for Grid. The low evasion rate did not matter in his fighting style. He just rushes head on, endures attacks, swings his sword and uses Pagma's Swordsmanship skills.

## Description

[Grid's Boots]

Rating: Epic ~ Legendary

* Epic
* Unique
* Legendary

Durability: 335/335 Defense: 324

Movement Speed: -12%

Evasion Rate: -14%

\* Increases defense by 10% against attacks from the bottom.

\* When using a dashing skill, there is a 30% chance of failure.

\* Defense will increase by 10% in dark places.

Durability: 401/401 Defense: 388

Movement Speed: -10%

Evasion Rate: -12%

\* Increases defense by 12% against attacks from the bottom.

\* When using a dashing skill, there is a 25% chance of failure.

\* Defense will increase by 15% in dark places.

Durability: 496/496 Defense: 470

Movement Speed: -8%

Evasion Rate: -10%

\* Increases defense by 15% against attacks from the bottom.

\* When using a dashing skill, there is a 20% chance of failure.

\* Defense will increase by 20% in dark places.
An item designed by a legendary blacksmith. Designed with a perfect combination of steel, black iron and blue orichalcum, it boasts overwhelming defense. However, there are many disadvantages to its function because it is only focused on defense.

In particular, it is too heavy, so movement is restricted.

User Restriction: Level 320 or higher. More than 1,450 strength. More than 1,200 stamina. Advanced Heavy Armor Mastery Level 5 or higher.

Weight: 2,930
The Friendly Pocket

The medic's main role in tf2 is keeping his other teammates alive. This stays true in the world of friendlies as he will usually flee follow around these friendlies and constantly heal them. In tf2, this action is known as "pocketing".

## Gear

Gear usually doesn't matter, though there are some preferred ones. The stock medi-gun can be great as the Ubercharge makes the patient invulnerable. The quick-fix can also be good because it heals much faster than stock. The vaccinator is also a decent, but less common pick for anti-sniper tryhards, with its anti quickshot and quick ubers.

## Actions

You generally only want to do one thing as a friendly pocket and that is keeping your patient alive. It is very common for people to attack the friendlies so defending them is a good idea.

## Behavior

I recently have used the mannbulance to show I am Friendly.
Skater Scout

Skater scout is a rare subclass of friendly scout.

### Behaviour

Skater scouts are very harmless , they use the "Boston Boarder" and skate around the map. They play 2fort. The Skaters dont attack anyone , but if they feel in danger because of a player they will try to run away with his skate. He sometimes gets off his skate to drink bonk.

## Loadout

##### Melee

Sandman

But it doesn't matter since skater scouts are just riding on a skate

## Relation with players

#### Friendlies

Hoovies , spycrabs , A posers And The Lazyneer

#### Neutrals

The Milkman , Jarate Sniper and a Pan Scout
Reevengineer

A revengineer is the equivalent of a trolldier but an engineer.

### Secondary

It doesnt really matter, but stock pistol is fun to use for no particular reason.

### Melee

The stock is fine, but gunslinger is my recommendation because of the mini sentry.

## Behavior

Revengineers will place a sentry in the open, and camp in another room. When the sentry is destroyed, the revengineer will use the revenge crits to kill enemies. Again, this friendly is kind of like trolldier, as it isnt very friendly.
The Strongman

The Louisiana Strong Man is a muscular creature spotted and sighted in every part of the world (except for Louisiana ironically). The Louisiana Strong Man is rumored to split people in half, he is an indestructible force to be reckoned with. Legend goes that if your nuts start itching in the middle if the night while you're outside DO NOT SCRATCH THEM, if you do your nuts will start quaking and alert the Louisiana Strong Man. Theorist have opposed that there is a 1% chance you will meet the Louisiana Strong Man, however we have yet to know if that is true. How wide the Louisiana Strong Man will stretch you is unknown but people have assumed you will be left as nothing but a human hole.

## Trivia

* He is from Louisiana but is banned from Louisiana.
* The size of his nuts is unknown. Nobody knows how big they truly are.
* You can hear his booty cheeks clap as he walks
* His family went missing in Wyoming
* He can detect nuts quaking in a 10 mile radius
* The Louisiana Strong Man can sometimes leave a trail of the scent of his hot brap particles
The Boxtrot Spy

```
*Not to be confused with the Solid Spy*

```

   **The Boxtrot Spy or Hermit Spycrab** is a friendly sub-class of the Spycrab. Most professional spycrabs will also use the boxtrot taunt to form the ultimate friendly spy.

## Gear

The only thing required is your mother A̵̧͓̭̍̐̀͋̔̈̄̉͝H̵̨̘̺̞̟̪͕͉͇̖͚̠̪̠̔̉̿̇̍̍̑̽̏͋̿͑̐̆̋̕Â̸̳͈̟͚̩͈̮̺̜̻͎͉̖͜H̵̭̫̲̠̳̹̟̮̘͎͎̊̌̈́͑̉̀̇̇̀͜͜A̴͉͙̬͈͓̘̥̙̲̝̩̣͍̍̓́͒̃̃͂͊́́̂̐̒͆͝Ḩ̴͕͚̹̹̠̲̯̮̖̝̺̾A̸̢̛̹̗͚͈̩͚̺̍͋́̔͐̌̿͂̍̔͐́͐͊͜͝Ḧ̸̥́Å̸̢̛̖͙̞͕͚̪̖͕̱̖̻̖͎̞̄̈́̔́̀̔̍̑̽͒͐̚̕͜ͅH̵̖̩̠̻͙̩͌̐̍̔̽̿̊̋́̊̈́̽̈̿̚͠͝͠A̸̡̜̫̯̬̳͌̀͗̃̃͑̽̓̿͛͋̉̔̊̈́̚̕͠H̸̪̹͈̠͊͑͂̈́͑̄Ĥ̷̩͉̜͎̟̟͚̹͖͕̹͉͚̯̳͋̒͛̊͗͌̓̔̽̋̓͛̊͗͘͝͝ͅH̵̨͉̰̪̪̾H̸̢̰̟͕̳̘̩͍̳̫̝̯̹̥̤͇͌̀̄A̶̟͖̘̘̼͐̅̇H̴̡̘̤̙̰̞̓̀́̎̆Ḩ̷̟̯̤̭̦͈̣̤̗̤͍̩̰̜̩̞͑̈́̐̏̾̒̈̃͐͝ͅA̴̧̟̲̥̰͖̼̳̻͈̞͚̫̖̞̪̺̻̓͗Ą̷̦͉͔͓͉̞̍͊̈͛̈̈́̕̕͝ͅA̴̛̠̯̭̹̘͖̺̤̞͗̅̓̋͐̈́́͊̎͊̆̓̒̚̚Ä̸̩͉̗̲̭̳̯̲̬̦̘̲͌̈́̽͋̍͜͜͝ ! (And Boxtrot taunt)

## Behavior

Boxtrot spies like to mess with the other team. They often hide in plain sight and see how long it takes for someone to notice them. Sometimes they do this on control points and leave the enemy wondering why the point isn't being captured.
Normal Player

The normal player is not friendly, nor tryhard. Usually when they encounter a friendly. They may shoot by reflex, but stop after they see that they have not fired or done anything malicious, and they usually apologize in chat if they accidentally kill a friendly, And try to even heal them, by switching to heavy or medic. And they usually become peaceful by doing the High Five taunt, or the Rock,Paper,Scissors taunt, then go on with their day. These players are usually found in cp\_orange, koth\_eqypt, ctf\_2fort or koth\_sawmill, or ctf\_sawmill.

pt servers, or ctf\_sawmill. Or ctf\_2fort. They also sometimes as spy if they are normal, use the "Kill me" line as seen in "Meet the Medic" https://www.youtube.com/watch?v=36lSzUMBJnc&t=78s(Watch this! It's very good!) Sometimes you can actually get them to switch to heavy and become friendly with you, or become a friend of yours on steam!
Vagineer

Vagineer is an Engineer that has skewed mouth posing, resulting in an oddly shaped mouth.

## Etymology

Vagineer is a portmanteau of the word 'vagina' and 'engineer'. Most likely deriving from the fact the Vagineer's mouth bears a resemblance to said word.

## Behavior

Vagineers likes to eat, hunt and prey on their own teammates they can find. It is almost impossible to find one in Team Fortress 2.

The **VS Saxton Hale Mode**, also known as **VSH**, is an unofficial "Juggernaut" variation of Arena Mode, and one of the bosses that exist in this gamemode is the Vagineer. While it is extremely rare to find one in normal gameplay, you could potentially find one here if you were to join the VS Saxton Hale servers. Here, they are granted the possibility to "rage", which ubers them, making the invincible and giving them crits.
The Suggestive Sniper

The suggestive sniper is a subclass for sniper that is friendly, they are harmless and will usually not kill you (these are not to be confused with spinbotters, which are to be killed with ubercharge immediately.

## Behaviour

###### (Not to be confused with the Sniper-Loving Sniper.)

The suggestive sniper will always be spamming crouch with his sniper in hand, it is a weird sight to behold
The Demopan

## Demopan

The Demopan is a species where the player goes around, looking to trade Stout Shakos for two Refined, or just wanting to beat your skull in with a kitchen tool. They are not very common nowadays, since the subclass arose during the 2010s, killing most of the culture. It may also be because Dangeresque, Too? is obtained from Poker Night at the Inventory, a game that was unlisted in 2019.

## **Primary**

The Demopan can have any grenade launcher, if their dedicated enough, they'll also use one of the boot primaries, which adds more benefits to being a Demopan or Demoknight.

## Secondary

Demopans will use any type of shield, though the Chargin' Targe is preferred for most Demopans.

## Melee

Quite obviously, Demopans will use the Frying Pan or its variants. Some may choose for variety, and use different melees, though.

## **Behavior**

Demopans will sometimes use voicelines commonly, and will shake their camera around to express something. If you hurt them, prepare to feel metal clanging on your face at rapid speed..

Though, behavior differs between the Demopan species. They might just outright kill you, friendly or not.