recursal/Fanatic-Fandom huggingface dataset:
Pella/Macedon

The **City of Macedon**, formerly called **Polis of Pella**, is a settlement in the Hellenic League on the Northwestern coast of the Aegean Sea. It was founded by Kaiser in **Day 8** of *Season 3* as capital of the Kingdom of Macedon, although it is nowadays ruled by GnzNicator. It is the de jure seat of the Hellenic League.

## Great Works

Several great works have been erected in the City of Macedon. Some of these being buildings, fortifications, pieces of infrastructure or even terraforming and landscape projects.

### Palace of the Argeads

This is the oldest building in the settlement, located in the *Home* region, where old Pella was founded. It consists of a residence palace and bath house around two patios. As the name implies, it was dedicated in honor of the Argead dynasty, of which GnzNicator is a member. It is a building of great aesthetic.

### Nether Tholos

The first temple of Macedon, this sacred area was consecrated in honor of the Nether (after the death of first King Kaiser) and a circular *tholos* was built. Red columns surround a 3x3 portal that connects the Overworld with the Underworld.

### Herakleopolis Fort

Undoubtedly one of the largest forts of the server by its construction day, the Herakleopolis fort oversees the Balkans from its hills on the North of Macedon. Consists of several sub-forts, towers, bridges and walls.

### Lamnia Fort

This construction on the south-most point of continental Macedon defends the region of Thessalia and the path towards Greece from its position on a hill.

### Trans-Macedonian Waterway

This is a collection of underground and overground canals that connect the Ionian Sea with the Aegean Sea and the Marmara Sea, to facilitate sea travels on a West-East axis.

### Macedon Train Station

Built on the side of a mountain, this beautiful station connects the *Macedonian Railway System* (Sarmizegetusa, Visoko and Macedon) with the *Ottoman Railway System* (Ankara, Antalya, Constantinople, Smolensk, Egypt and Algiers).

### Beotian Villa and Europos Lake

This residence over a hill and the man-made lake are a landscaping project to beautify Macedon. Located between the Argead Palace and the Macedon Train Station, some would say it has succeeded in its objective.

### Reforestation Project

This is a terraforming and landscaping project to bring the rural lands back to life, since the Southern Balkans were generated very empty of vegetation and with very broken terrain. Potentially open areas are slightly flattened to create larger plains and valleys, and then trees are planted on the edges of this newly gained land. Huge quantities of Bonemeal is also used to grow lesser vegetation and flowers. As of today, *Upper* and *Lower Macedon* have been reforested, as well as *Thessalia*.

### Argead Catacombs

These underground rooms and corridors under the center of Macedon provide plenty space to execute the activities needed for the administration and exploitation of the City lands.

### Canal of the Pharaohs

In the overseas territory of **Macedonian Egypt**, the canal that connects the Red Sea with the Eastern Mediterranean Sea were widened to allow sea travels.
Birdline Mochi

Katakuri cria uma espécie de rede (tipo aquelas redes de caça , que é bastante vista em jogos) á base de mochi grudento , e logo após joga no usuário . A linha prende no usuário e se enrola , prendendo o msm naquele mochi grudento , na qual impossibilita ainda mais os movimentos do mesmo

Área da rede : 10m-15m
Corte Espacial

Simulando um movimento de corte com a mão, usuário de magia de manipulação de espaço tem a capacidade de gerar uma pequena perturbação no espaço, que pode ser disparada como uma espécie de lâmina contra algo ou alguém, sendo o tamanho variável de 30cm a 1.5 metro, e a espessura de 2cm, podendo ser disparada até 3 metros de distância.
Faux War Declaration Incident

The Faux War Declaration was a precursor incident to the Scoland VS Khazad-dûm war. In 1138 (Day 70) OnMacbook, the previous leader of Scorn, now a member of Scoland, declared war on Khazad-dûm given the worsening political climate between their nations and Khazad-dûm's insistence on enforcing traditional Potatoism as its state religion despite the legal risks posed by the Treaty of Nueva Córdoba. Khazad-dûm's leader Nukealt suggested a series of dates to schedule the war but received no definitive answer from Scoland. Eventually, OnMacbook agreed with Nukealt to settle it for 7pm BST on May 22nd (Day 79, year 1058), but never communicated that or consulted with the other members of Scoland, not even Alces, the current Triumvir of Scorn within Scoland. According to Alces, OnMacbook was notified that no other Scorn member could make it to the war at that time, but made no effort to cancel his date settlement with Nukealt.

In the 24 hours preceding the war, OnMacbook made no sign of preparing for it, in fact, rumours started to spread that OnMacbook had forgotten about the war declaration in the first place. Meanwhile, Nukealt had been preparing for days at that point, forging alliances, hiring mercenaries, and fortifying his homeland.

When less than an hour was left before the agreed time for the war, there was still no sign of Onmacbook. Nukealt pinged him and Alces and the latter responded stating that though Macbook might have agreed to the war date, nobody else had, therefore making the date invalid. This took everyone by surprise, including staff, some of whom were unaware they had a war to observe at that date and time. OnMacbook eventually responded and seemed just as puzzled, only worsening the fiasco. What followed in the next hour were negotiations to delay the war and reschedule for another to-be-decided date. Moreover, staff decided to implement a rule that established a time limit for wars to be scheduled and agreed upon by both parties before invalidating the declaration so that incidents like these did not repeat in the future.
Punhos Tempestuosos

Ao mover o mimetismo para seus braços o usuário de eletricidade aumenta a grossura e o comprimento de seu membro para o triplo do comum, causando mais danos e aumentando o alcance. É como se fosse algo estranhamente sólido porém cada centímetro causa choques elétricos caso toque em seu corpo. Seus golpes ao atingir o inimigo ou qualquer outra coisa, poderá espalha uma forte corrente elétrica que dependendo da resistência do alvo, pode ter danos de queimaduras.

Alcance: +2m de comprimento e 30cm de largura.

Alcance da corrente elétrica: 5m
Zan Giri Mochi

Katakuri manipula sua clava , deixando ela um pouco grudenta , junto com seu braço , esticando a mesma (já que o mochi possui propiedades elásticas) numa velocidade consideravel . Logo após , Katakuri gira aquela maça esticada pelo braço insensantemente até ele a levantar e colidir ela ao chão , fazendo com que o choque (atrito da clava com o chão em velocidade) possa incapacitar o usuário.

Alcance (clava) : 1m/2m

Alcance (Esticar do braço) : 3m/5m
Other Age Wiki

**Bem-vindo(a) à Wiki Other Age!**
Comunidade baseada na história fictícia de Other Age.

Somos uma comunidade colaborativa sobre Other Age que qualquer um, incluindo você, pode construir e expandir. Wikis como esta dependem dos leitores se envolverem e adicionarem conteúdo. Clique no botão "ADICIONAR NOVA PÁGINA" ou "EDITAR" no topo de qualquer página para começar!

## Artigos importantes

PlaceholderUma página sobre seu tópicoPlaceholderUm Personagem PrincipalPlaceholderO Primeiro EpisódioPlaceholderUm Local ImportantePlaceholderUm Evento ChavePlaceholderUm Item Crucial

*Precisa de ajuda para construir esta comunidade?*

* Regras desta wiki
* Começando
* Como contribuir
* Gerenciando sua nova comunidade
* Guias
* Todos os artigos de Ajuda

Você também pode fazer parte de uma grande família de comunidades Fandom. Visite a Central da Comunidade Fandom!

*Fundadores da Comunidade*: Escreva uma boa descrição do tamanho de um parágrafo para sua seção de boas-vindas sobre o seu tópico. Deixe seus leitores saberem sobre o que é seu tópico e adicione algumas informações gerais sobre ele. Depois disso, visite o painel de administração para mais dicas.
Killer Star

Com isso o usuário poderá criar uma pequena bola de semelhante a uma estrela de 30cm em sua mão que ao entrar em contato ou com o desejo de seu criador poderá explodir criando uma explosão de 3m de distância e causando queimaduras de 1° grau no corpo deixando o oponente com vermelhidão na pele, leve dor, coceira e incômodo
Willow Mochi

Katakuri transforma parcialmente uma de suas pernas ou um de seus braços em mochi , que se divide em vários fios de mochi (max : 6) . Tais fios são uma espécie de perna ou de mão criada puramente por mochi endurecido , que vai na direção do oponente para atingir o alvo. Possui um alcance de 3 a 6 metros.
Pierre

## Pierre Vittori

**Pierre Jacque Vittori** is a Venetian politician who is the first and current Doge of the Serene Republic of Venice, a position they have held since year 1000 (day 1). Born in the city of Venice, Pierre studied politics at the local university, a university they would later use their position as Doge to build up into one of the most prestigious universities in Europe. They are the first openly non-binary world leader in Europe.
Ottoman Empire

The Ottoman Empire is a nation established in Central Anatolia during season 3. It's capital is located in Ankara, and it was founded in Day 1 or Year 1000. The Ottomans are a clan of predominantly Mongol origin, and they mostly speak Turkish, and on day 21 (year 1040) they annexed Istanbul. As of year 1024, the populationis estimated to be numbered in the 100s, the Ottoman Empire has no official religion, but the dominant religion in the Empire is Islam, followed by Potatoism, Eastern Orthodoxy, and Judaism. The Ottoman Empire has as vassal the Hellenic League.

## Lore

The ancestors of the Ottomans were the Kurluk people, an ethnic and linguistic group that existed from the 200s to the early 900s, at its peak the Kurluk stretched from the north of Afghanistan to the Balkhash lake, and from the Aydar lake to the Bositeng lake. The Ottoman clan came into existence from 800 to 820, around the lake Issuk of Kyrgyztan, at that time the Ottomans developed a different language from the rest of the Kurluks, called "Issuk Turkish". The Ottoman people were divided in 3 kingdoms (Chu, Kungey, Karakol) and several tribes, but from 850 to 863, Masihad II of the Chu kingdom unified the Ottomans under a single state, this however, wouldnt last long. With the death of Masihid in 877, the Ottoman state was conquered by the Mongol Empire, parts of the Ottoman ruling class and soldiere happily accepted the annexation by Genghis Khaan, they created a major division of the Mongol army, formed only by Issuk Turks.

From 885 to 902, the division conquered and raided together with the Mongol army several kingdoms, from Turkmenistan to Baluchistan, and from the west of Afghanistan to the lake, Van in Turkey. With the collapse of the Mongol rule over the region, these soldiers moved further west, and settled north of lake Tuz, Turkey, and settled the region. From 903 to 999, the Ottomans were only a small militaristic village that made their living from raiding rural areas in west and south Anatolia, In 1000, Mehmed I conquered the lands south of the Tuz and created the Ottoman Empire.

On day 21 (year 1040) the Ottomans annexed Istanbul, another kingdom formed by Turkic raiders in Anatolia.

Map of the Kurluk at its peak, 600Map of the 3 Ottoman kingdoms, 820-850Silver coin with the face of King Masihad II
## Architecture

The Ottoman Empire is known for its well developed architecture, such as the royal palace Dar IWWI, the fast foor chain Femboy Hooters and the tower of Galeri Turu.

## Rulers

The Ottoman Empire is a hereditary male-only monarchy ruled by the house of Osmanli, in case the Emperor has no children, the title of heir goes to the closest male relative.

 Suleiman I | 1061-1094
 Selim I | 1095-present
Lâminas Elétricas

Nada mais é do que vários projéteis de 30 centímetros que são lançados das mãos do usuário consecutivamente. Os projéteis mais se parecem com estacas que no momento que o usuário brandir seus braços, cinco delas irão cortar o ar em direção ao seu alvo com uma capacidade de perfuração admirável. se por acaso seja atingido o oponente terá seu corpo completamente afetado pelas correntes elétricas que é emitida, ou seja, mesmo que afete um escudo ou um membro feito de alguma matéria, o simples fato de conter eletricidade nas "estacas" fará com que a eletricidade viaje por qualquer coisa dentro de 5m. Com excessão de locais que não podem conduzir eletricidade.
Distorção

O usuário de magia de distorção de espaço, gera uma espécie de parede de até 10cm em volta de seu corpo, está parede molda o espaço desviando tudo que a toque para os lados contornando o corpo do usuário, permanece ativo por 2 turnos em quanto o usuário permanecer parado e concentrado. Para parar um golpe precisa ter a resistência maior que a força do atacante. E se a área escolhida for frágil contra a magia adversária, também não irá ser barrada.
Rajada Elétrica

A partir do momento que seus braços estiverem tomado por correntes elétricas intensa, o usuário concentra a voltagem dentro de seus únicos membros, assim aumentando a voltagem ao máximo que pode até que brilhe fortemente na cor branca. Além da tonalidade luminosa, seu membro parece comum, podendo enxergar até mesmo o contorno de seus dedos com perfeição, porém apenas sua aparência é assim. A partir desse momento o usuário pode disparar rajadas de eletricidade, cinco em cada braço. Cada raja

## Rajada Elétrica

### Gasto de mana

40

da causa efeito de queimadura no local atingido.
Mochi Thrust

Katakuri transforma parcialmente seu braço em formato de um tridente , e deixa um pouco de mochi espalhado ao redor do braco , como se ele tivesse "engrossado" . Logo após , ele controla o mochi ao redor para que ele faça um movimento de rotação , fazendo com que ele gire de forma rápida a ponto do tridente também girar de maneira acelerada (vale  ressaltar que o tridente é endurecido , enquanto o mochi ao redor é maleavel) . Isso aumenta o dano do tridente , fazendo com que ele possa perfurar ou rasgar o oponente

Alcance : 1m-2m (tamanho do tridente)
Кровоточащий Каньон Вики

**Добро пожаловать на Кровоточащий Каньон Вики!**
Это онлайн-энциклопедия **Кровоточащий Каньон Вики**, посвящённая саге **«Железо»** за авторством Андрея Но.

## Описание

*Основатели*, расскажите подробно о теме вашей вики и посетите кабинет администратора, чтобы увидеть больше советов о вики.

## Навигация

PlaceholderСтатья о теме викиPlaceholderСтатья о главном персонажеPlaceholderСтатья о главном антагонистеPlaceholderСтатья о первой серии/игровой миссииPlaceholderМесто действия темы викиPlaceholderСтатья о ключевом событииPlaceholderВажная статья

Вот список служебных страниц, которые пригодятся любому участнику вики:

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

Посетите Вики Сообщества и задайте любой вопрос на форуме.
Drenagem

Azazel usando partes de seu corpo(pés, mãos, dentes, braço e etc...) perfura seu adversário. Azazel pode então drenar o sangue do adversário, colocando o sangue do mesmo dentro do seu corpo(corpo do Azazel) ou dentro da técnica "armazenador de sangue".

Obs: a técnica é corpo a corpo, e tem

## Drenagem

### Gasto de mana

1 a cada 100

o objetivo de drenar o sangue do adversário apenas para armazenamento.
Level 17

# Level 17 - "Water Paradise"

## Difficulty: Class 2 - Unsafe - Secure - Low Entity Count.

**Level 17** is the 18th level of **Infinispaces**, appearing as an infinite aquarium.

## Description

**Level 17** is a large, presumably infinite aquarium made of mostly glass, with use of plaster or metal in some parts. Most places have aquariums instead of walls or flooring, which all contain fish and various corals. The ceiling is normally made of plaster, but can appear as other materials. Noticeably, the whole level is covered in a bright blue light that will overpower any other light.

Inside the aquariums, everything within is in perfect condition and not dead. It is strange that everything is so flawless though, since there are no people to monitor or take care of everything. If one can get above the aquariums into the ceiling, there is an entrance into them. It is not recommended to do this though, as a lot of the fish in this level is hostile.

Every 20 to 50 hours, one of two events can occur. Both events are dangerous, and make it so the level is not good for permanent stay.

### Event 1

One of the possible events is the whole level losing power. All of the lights will instantly shut off, and any outlets or machinery will fail to function. Typically, this lasts for around 2 hours. If it lasts for more, you will be entering a new level. Entities become more common during this event.

### Event 2

The second event is much, much more dangerous than the first. In this event, the glass in the aquariums will begin to crack. After a few minutes, all of the glass in the level will shatter, causing the whole level to flood as a result. Because of the high concentration of hostile fish, the event is very dangerous. In rare cases, it will flood to the ceiling, causing almost all of the level to be underwater. This lasts way longer, being about 1 day.

## Colonies

### Camp Beta

* Small base set up by a wanderer and their friends.
* Set up in the ceiling of the level.
* Has 5 members.
* Lightly guarded.

## Entrances and Exits

### Entrances

* Locked doors in the resort of Level 16 will lead here.

### Exits

* You can noclip to appear in Level 18.
* Noclipping through a pipe will lead to Level 114, however pipes aren't common in this level.
* A door with poorly glued-on ceramic pool tiles leads to Level 22.
Pool

**Pool**, created by the former developers of Kirka.io, is a map featuring two same sides facing each other with a pool in the middle. This map is fairly small with a triangle count of 8238. The map was added on v0.01.

### Trivia

* Pool is the first map in Kirka.io.
* Currently, Pool is the oldest map in the game, never been removed or updated.
Gamemodes

These are the **gamemodes** currently in Kirka.io

### Solo

Everyone is against each other and the top 3 players with the most points at the end of the round wins!

### Team

Players are split into teams of 4 and must kill players on the opposite team. The winning team is the team with the most team points which is calculated by the sum of you and your teammates' kills!

### Parkour

Added on v0.2, Parkour is a single player gamemode where the objective is to get around the map and reach to the flag as fast as you can to finish. Top 3 players with the fastest timing at the end if the round wins!

### Point

Added on v0.33, players are split into teams of 4 and must gather points from the green flag. The winning is the team with the most team points which is calculated by the total amount of points from gained from the green flag!

### Physics

Added on v0.34, everyone is against each other but this time with a twist, your gravity is low, so you will jump very high! The top 3 players with the most points at the end of the round wins!

### Sabotage

Added on v0.36, players are split into teams of 4 but this time with a twist, there are many crystals around the map, with building mechanics! Players need to destroy the opposite team's crystal to gain a point. The team which break every crystal or broken the most crystal at the end of the round wins! It was temporary removed on v0.36.5 but re-added back on v0.36.7.

### Knife Only

Added on v0.0.6, players are split into teams of 10 but this time with a twist, all players only have lost their primary and secondary gun! They are left with their knife only. The winning team is the team with the most team points which is calculated by the sum of you and your teammates' kills! It was removed on v0.27 but re-added back on v0.36.7.

### Trivia

* None of the parkour maps have been removed
* Solo used to be called Deathmatch (DM) and Team used to be called Team Deathmatch (TDM)
* The green flag has been removed in Solo when Point was added on v0.33
* In v0.0.6, Knife Only only allowed 16 players maxed, players are split into 8. But when Knife Only was re-added back on v0.36.7 but deletion on v0.27, it allows 20 players max, players are split into 10.
* When Knife Only was re-added in v0.36.7, Kharid and Templar did not return to the game. The only map available is Pool.
* When Sabotage was readded in v0.36.7, many of its maps from v0.35 has been removed, the only maps that returned is Schism and Cleft, with the new maps Dethroned and Collison.
Level 56

# Level 56 - "Atticspace"

## Difficulty: Class 4 - Unsafe - Unsecure - High Entity Count.

**Level 56** is the 57th level of **Infinispaces**. It is a supposedly infinite attic discovered by an anonymous wanderer.

## Description

**Level 56** appears as a normal American style attic with various HVAC systems and large amounts of wood and fiberglass. This level is considered "legendary" as it has only been explored by one wanderer, who keeps themself anonymous.

Not many things are known about **Level 56**, however it is known that **Level 56** is very dangerous. This level is known to be infested by entities, so be cautious exploring. Entities are normally found hiding behind doors or around corners, so when reaching a corner or door, the anonymous wanderer recommends "to listen behind the door or around the corner". Notably, computers and other various objects that are potentially useful can also be found.

The wanderer, via a computer, has set up a secure connection with an MIG base. Data shows that this wanderer might be going insane.

## Colonies

No colonies reside on **Level 56**. Reasoning is above.

## Entrances and Exits

### Entrances

* It is unknown how the anonymous entered **Level 56**, however he/she vaguely recalls entering a wooden door.
	+ Supposedly, this door smelled of mold.

### Exits

* It is known that this wanderer is trying to exit **Level 56**, however they have not found a way to exit.
Atrasados

## Introdução

Os atrasados são nômades. Eles decidiram não se juntar à Mild há 120 anos atrás pelo que conta a história. Basicamente são Adustianos que se recusaram viver em sociedade com humanos e decidiram se espalhar pelo reino aleatoriamente. Já tentamos expulsa-los, mas eles já conhecem essa terra muito bem e conseguem se instalar sem ser notados. Chamamos de Atrasados por não terem nenhuma de nossas tecnologias. É como se tivessem parado no tempo. A maioria dessas tribos são extremamente agressivas e se vestem de modo bem peculiar. Os atrasados são divididos em 4 Tribos. Sendo elas.

#### Beluines:

Esses são conhecidos por seus atos de extrema atrocidades. Não confiam em ninguém além deles mesmo e em sua grande maioria possuem magias de fisionomia animais. Existem por volta de 150 deles. Se localizam no Sudoeste do reino de Mild.

#### Molis:

Em um dado momento alguns beluines desejaram ter comunicação com o mundo exterior. Aos poucos começaram a fazer trocas com os Deincepirianos. Eles facilitavam a entrada dos Deinceps em Mild, e ganhavam bugigangas. Existem por volta de 300 deles. Se localizam no Oeste de Mild.

#### Resurrectio:

A mais organizada das tribos de atrasados. Esses contam com uma hierarquia e um grande negócio de mercenários. Seu sistema bancário revolucionou o reino de Mild, de maneira que pode deixar dinheiro em qualquer posto dessa tribo e retirar em um outro espalhado pelo reino. Estima-se que existem 2.800 Resurrectios espalhados por toda Mild e Nova Mild.

#### Nórdicos:

Um povo que vive numa Tundra ao norte de Mild. São caçadores exímios e possuem um porte físico invejável. Apesar de não serem conhecidos por sua inteligência, são temidos por suas estratégias de cerco e camuflagem. Existem por volta de 500 desses.
Dodolulupepe

**Dodolulupepe**, commonly known as **Dodo**, is a member of the Oilycraft SMP, having first joined Season 1 on Day 1 in late December 2021.

He is the mapper of the SMP, known to have a Strider profile picture.

Season 1:

He made the country of Romania and ruled it, he also helped IWWI LOL in the Iwwiland War.

Season 2:

Member of Yamato, but very inactive.

Season 3:

Co-King and co-founder of the Dacian Kingdom, ruling alongside Vodă Man.
Object 6

# Object 6 - "Outlets"

## Danger Rating: 2/10

**Outlets** are small, rectangular sections on walls where one can plug things into. They will normally supply power, and are used as the main power source.

## Description

**Outlets** are used as the main source of power within **Infinispaces**. **Outlets** are commonly used to charge phones, specific cameras, and various other technology. They typically have 2 slots to put things into. It is not recommended to put anything other than normal cables meant for **outlets** in though, as that can lead to death. Sometimes though, an **outlet** may have more or less than 2 slots, or to have a different system than usual. Rarely they do not provide power, as its only in more anomalous levels.

**Outlets**, while generally safe, can become dangerous with stupidity. One can easily die or get electrocuted if anything other than a proper cable is put in. For example, if any form of silverware is put in, one will likely die of electrocution.

## Do's and Don'ts

### Do's

* Properly use **outlets**.
* Use them to supply power to any other object that may be powered by them.

### Don'ts

* Stick anything not-meant-for-**outlets** in.
Level 12.5

# Level 12.5 - "Sterile Waters"

## Difficulty - Class Unknown - Unknown Safety - Unsecure - Unknown Entity Count - Unexplored.

**Level 12.5** is the fifth sublevel of Level 12, appearing as a large complex of large rooms containing pools.

## Description

**Level 12.5** has been described as a large complex of rooms containing large pools. The majority of the level is like this, but some rooms containing extra objects like slides or cafeterias are found. Most rooms are lit a bright, vibrant blue, from blue tinted lights. Windows and glass doors leading outside are found in abundance, yet they are all locked.

**Level 12.5**, unlike its counterpart, Level 12, is completely sterile and clean, with no overgrowth or debris. Notably, there are a large amount of trash cans, which do contain a minor amount of garbage. It has been proven that food that is still edible can be found in them is found.

Another notable thing about this level is that **Level 12.5** is extremely hard to come across. No true entrance to **Level 12.5** has been discovered, and when an entrance that could lead to this level is found, it will typically disappear when nobody is looking. Because of this, information about **Level 12.5** is scarce, and any information found outside of this article should not be taken as fully true. An unknown difficulty class has been put up on this level for this very reason.

## Entrances and Exits

### Exits

* Breaking the glass windows leads to Level 13, yet this is unproven.
Level 38

# Level 38 - "Old Ruins"

## Difficulty: Class 2 - Unsafe - Secure - Low Entity Count.

**Level 38** is the 39th **Infinispace**, being an overgrown set of underground ruins.

## Description

**Level 38** appears to be a large labyrinth of moss-covered ruins set in a large, open cave system, with roots of various plants and fungi inhabiting most parts of the level. The ruins appear to be made of some sort of stone that can withstand overgrowth, as no structures in this level have fully crumbled, despite the heavy amounts of roots, fungi, and moss.

Plants that **Level 38** hold come in many different types and varieties. Some plants are simple roots dangling down from the ceiling, others are mosses. But one plant in **Level 38** should be avoided. It currently has no name, yet it appears to be a wilted flower with neon-purple petals. Touching this flower will fatally poison the wanderer. This flower though, is very rare, and distinguishable from other plants.

The ruins of **Level 38** come in many different shapes and sizes. Some appear to be overgrown houses, others guard towers. Most ruins are completely empty, but ruins appearing as castles will always have a rotted-wood bed in the center of it. Temples are also unique, as a spiky bed at the top is always found, typically covered in dry blood. This "bed" could have possibly been used for sacrifice, yet no evidence other than the blood exists.

## Colonies

### MIG: Moss Tower

* Set up in a larger tower, with 30 members.
* Studies the nature of **Level 38**, along with the strange buildings in this level.
* Currently it has a few rooms for any wanderer to use.
* Lightly guarded.

## Entrances and Exits

### Entrances

* A stone door covered in dirt will lead here. The door is normally found on safer negative levels, yet no precise location of this door exists at the moment.

### Exits

* Sometimes, when laying on the rotted bed in castles or the spiky bed in temples, one will instantly noclip into Level 40.
Level -188

# Level -188 - "Cluttered Technology"

## Difficulty: Class 3 - Unsafe - Unsecure - Medium Entity Count.

**Level -188** is the 188th negative level of **Infinispaces**. It appears to be a large complex of rooms full of random technology.

## Description

The floor of **Level -188** is carpet, and the ceiling is made of tiles. The walls of this level are plaster, but are normally covered with a mass of spaghetti-like wires and machinery. Most of the technology is non-functional, or has no known purpose, however some are functional with proper purposes, like large batteries or computers.

Doors in this level are normally unlocked, but some are locked. It is known that somewhere in the nearby set of rooms, the key to the door can be found. Going through these doors lead to less-cluttered closet-type rooms, typically with a computer, chair, and desk. Sometimes, the light in these rooms has blown out.

This level is the only place where instances of Entity 83 can be found. They are found rarely in rooms, but are more common in more cluttered rooms. They will normally hide in the wires, until a wanderer comes close, and then it will strike.

## Colonies

### ITC: Trade Post W (Original)

* A small outpost in one of the closets.
* Abandoned.
* Known to have a large store of Almond Water and Computers.
* Nobody knows how to get into the closet, and the key to it appears to have been completely lost.

## Entrances and Exits

### Entrances

* Finding a sphere-like shape of wires in Level -170 and noclipping will lead here.
* If you can find a door that appears to be made out of red or orange painted metal, you can go through to come here. The door most commonly is found in Level -16, however it sometimes appears in Level 102.

### Exits

* Rarely, a "hidden" door in the wires can lead to Level -190.
* In the closet rooms, another door, opposite from the entrances can be found. It is known to lead into Level -200.
Level 6

# Level 6 - "The Caverns"

## Difficulty: Class 5e - Unsafe - Unsecure - High Entity Count - Potential For Flooding.

**Level 6** is the 7th level of **Infinispaces**, it is an infinite expanse of stone caverns and tunnels.

## Description

**Level 6** is a labyrinth of rock corridors and tunnels. The majority of this level is dark and gray. Few light sources dot the tunnels, and said light sources are typically those of small lanterns that barely emit light. Sometimes, instead of lanterns, torches are found instead. These emit slightly more light due to a larger flame, yet are much more dangerous.

The majority of the caverns is dark and damp. Most corridors in this level are moisturized by water containing heavy amounts of minerals, which is unsafe to drink due to waterborne pathogens and the absurd amount of minerals. Some caverns within this level are partially flooded with the water, sometimes being completely flooded to the top. Sometimes you need to go through this flooded corridors to continue onwards.

Random objects can be found in this level. These objects aren't completely random, as they aren't of out of place objects, yet instead are things like metal parts to machines or sticks. It is unknown how any of these objects got here, yet they are all found in this level.

Rapid flash flooding can occur in some caverns, causing any wanderer caught in the flood to drown. The abundance of water is much too high for the small dank caves this level possesses. When an area is about to flood, a noticeably higher frequency of dripping from the roof will happen, and small cracks will begin to feel much more moist than before.

## Entrances and Exits

### Entrances

* A metal door in Level 5 will lead here.
* A rusted iron door in Level 7 or Level 8.1.

### Exits

* A metal door leads to Level 7.
* Sometimes a hole can be found in walls. Most of the time, it leads to another place in **Level 6**, but it can also lead to Level 19 instead.
* Rarely, noclipping into a stalagmite or stalactite leads to Level 40 or The Void.
Level 42

# Level 42 - "Deafening Quiet"

## Difficulty: Class 2x - Safe - Secure - No Entities - Isolating.

**Level 42** is the 43rd **Infinispace**, and is a quiet office at the dead of night.

## Description

**Level 42** appears as an office at midnight. This office appears as a normal office, however, unlike other levels, the office is completely quiet. No noise exists on this level, other than a barely hearable hum from the lights. **Level 43** contains everything any typical office would contain, drawers, cubicles, computers, and water coolers. Other various objects can be found, but they are undocumented.

**Level 42** is known for its 2 main properties, being immense silence and loneliness. First off, loneliness. In this level, it is impossible to find any other wanderers. This effect can cause insanity, so it is recommended to keep something that can keep you sane. Next, silence. In this level, almost no noise exists. Of course, the humming from lights and computers exist, but the amount of decibels they produce is altered drastically so it is much more quiet.

In **Level 42**, the lights can rarely flicker, and eventually turn off. When the lights are off, effects on sanity are large, and it is REQUIRED to use something to keep you sane. This time can last anywhere between 30 minutes and 12 hours, which makes this event very dangerous at times.

## Colonies

It is impossible to form colonies in **Level 42**.

## Entrances and Exits

### Entrances:

* Currently no entrances to **Level 42** are known, but it is possible to randomly appear here after noclipping.

### Exits:

* You can explore vents in this level, and after a while of exploration, you will end up in Level 40.
* Noclipping through the floor has a small chance of leading to Level 21, but this is rare.
* The glass windows could be possibly broken, leading to any parking lot level, like Level 14.
* Some doors will rarely lead to Level 65. This has only happened 14 times though, so it is extremely rare.
Secret Levels

These levels are strange in ways normal levels are not. Secret levels also do not follow normal numbering, rather using symbols or simply not being called: "level #".

### Secret Cluster 1

* The Void
* The End
* Level α and others:
	+ Level α - "Randomshop"
	+ Level β - "Greek Maze"
	+ Level γ - "The Rust"

* The Connection
* Level -0 - "Glitched Mess"
* Level 5000 - "The Room"
* The Promised Land
Rhea

Rhea is the goddess of primeval nature, she does not represent any particular system, such as weather, life and death, or rebirth. Rather, she represents the underlying hum of the earth, a sort of cosmic background radiation of the planet. Her consciousness permeates all things and while she is mostly dormant, she has been known to rouse, and in doing so, move mountains.

**Known Avatar of Rhea**

Vetuscus (He/him)-

Vetuscus is the avatar of the natural order. He takes the form of a great earthen elemental, often in the shape of a dragon. He lies at the great mount Lacita and allows the world to pass as it would, only rousing if he believes the true natural order is being disrupted in a fundamentally unnatural way.
Skins

**Skins** are used to customize the appearance of the player's weapons.

**Skins** comes in 5 different rarities. Common, Rare, Epic, Legendary, and Mythical.

### Obtaining skins.

There are 4 different ways to obtain skins in Kirka.io.

* Unboxing chests
* Purchasing from Market
* Purchasing limited time skins from the store
* Trading

*View Store for more info about skins*
Level 1

# Level 1 - "The Office"

## Difficulty: Class 1 - Safe - Secure - Low Entity Count.

**Level 1** is the second level of the **Infinispaces**, being an infinite stormy office with furniture removed.

## Description

**Level 1** appears to be an infinite grey office space with all of its furniture ripped out. This is the second discovered level, being discovered by an unknown personnel of the MIG, who found a metal door in Level 0 leading here.

The office of this level is large and empty, with many varying passages and hallways to explore. These rooms and passages are all completely empty without any furniture, with the only details being pillars holding the ceiling up. On many walls of this level, windows are found. These windows show a blue stormy exterior, with violent fast winds, reaching speeds of up to 120mph. Rain and lightning can be seen on the outside. These windows have been reported to break on some occasions. Although unconfirmed, it is better to be safe than sorry.

Sometimes in this level, all lights will randomly shut off. During these periods entities are more common and dangerous, and the storms are more violent. The amount of time the lights are off for can be between 1 and 12 hours, however any time longer than 3 hours is very rare, and only happens in extreme cases.

## Colonies

### MIG: Base Alpha

* The main MIG base.
* Has around 520 inhabitants.
* Considered a metropolis.

### ITC - *Infinispaces Trading Co.*: Minor Outpost A

* First ITC outpost.
* Quite small, with only 16 members.
* Travels around **Level 1**, never in one specific spot.
* Does daily routes through many of the more minor colonies on **Level 1**.

Many other smaller colonies and outposts exist on this level, however they aren't large enough to be noteworthy.

## Entrances and Exits

### Entrances:

* A metal door in Level 0 leads here.
* Large staircases going down in Level 3 can also lead here.
* Some doors in Level 2 head back here.
* Noclipping through a bush in Level 85.

### Exits:

* Following the exit signs will lead you to a metal door headed to Level 2.
* Staircases can be found leading to either Level 3 or Level 4.
* A door one would see in a school will lead to Level 48.
* Sometimes noclipping will lead to one of the earlier negative levels. Most specifically, Level -1 and Level -2.
* Noclipping through a vending machine leads to Level 77.
* During one of the storm events, one can noclip to have a small chance to find themselves in Level 33.
Level 96

# Level 96 - "Industrial Pier"

## Difficulty: Class 4 - Unsafe - Unsecure - High Entity Count.

**Level 96** is the 97th level of **Infinispaces**, appearing as a dimly lit industrial-styled pier.

## Description

**Level 96** is a large pier. The pier is heavily industrialized, with many machines and metal apparatuses. Large boats and some buildings dot the nearby area. The water is greenish and unsafe to consume, and there is constant rainfall.

Being a more dangerous level, **Level 96** unsurprisingly has a high number of entities. They typically lurk in the water and on the boats, and it is generally more safe to be on the pier part of the level. Expeditions to the boats can prove to be vital though, as they can contain food and drinks like Almond Water in bulk.

Many of the machines in this level do not appear to serve any easily identifiable purpose. Some are more obvious than others, and some are extremely obscure when it comes to uses. Sometimes, one can find resources and such in the machines, but most prove to be useless, normally due to a simple lack of places where they are used. Rarely though, they can show use, like a lot of wheat has once been found in a machine, which fed a colony for a few weeks.

As stated earlier, a constant rainstorm is upon this level. The rain in places changes in density- some places have much more rain than others. Lightning can also be heard and seen, but it always is out of reach to fully observe. It has been noted that the rain water isn't safe for consumption, as it all contains some sort of pathogen, along with the seawater.

Many factory-like buildings are in the distance, away from the docks. These buildings are always locked, and impossible to enter. It appears that they also form some sort of wall, preventing wanderers past them. It isn't known what's behind the buildings though. All attempts have been futile.

## Colonies

### ITC: Trade Post K

* 20 members.
* Collects resources from the ships and machinery in the level.
* Has a large store of Elemental Crystals, all for sale, at a pretty high price.

## Entrances and Exits

### Entrances

* After exploring Level 102 for a few days, the environment will become more industrial and dark. Eventually, a rusted door can be found, leading here about 90% of the time. If it doesn't lead here, it goes to a completely random place.

### Exits

* Sometimes, a door will materialize on one of the ships that wasn't previously there. Entering through the door will lead to Level 86.
Editing Guide

Welcome to the Editing Guide! This page is dedicated to helping people create levels, entities, objects, and whatever else gets introduced to the wiki!

## Level Editing Guide

To create a level, here are the steps.

* You start with a page title saying "Level # - "<levels nickname>"
* Then you will create the difficulty as a heading like this: "Difficulty: Class # - Safe/Unsafe - Secure/Unsecure - <Entity Count>.
	+ You can use special classes to describe your level. The maximum difficulty class is 5, and you gain 1 class higher for every negative thing. Like if its secure or not or safe or not. Entity count works differently though.
		- Minimal Entity Count / No Entities doesn't add anything.
		- Low Entity Count adds 1.
		- Medium Entity Count adds 2.
		- High entity count/ entity infestation adds 3.
		- Secure also means if the level has been explored.
			* You can skip having this numbering step, but the survival difficulty must be a reasonable number.
* After that, you will insert the image.
* After inserting the image you will have a brief description of the level that goes like this: "Level # is the #th level of **Infinispaces**, and is <brief description>."
* Then, you will start the description off with a heading saying "Description".
* Do the description.
* Once your done, start the colonies section and list off the colonies on your level.
* After that is entrances and exits.
* Start with entrances and list them off, then do exits and list those off.
* You have a completed level!

### Difficulty Classes

Adding an X after the difficulty class means that the level is dangerous because of mental effects and not entities.

Class Alpha is when the difficulty of the level is unknown.

Class Beta is when the difficulty fluctuates and changes based on the given circumstances.

Class Omega means that the level is more dangerous than Class 5.

Currently this page is unfinished, and the entity guide and object guide do not exist currently.'

Outdated page.
Level 55

# Level 55 - "Dark School Halls"

## Difficulty: Class 2 - Unsafe - Secure - Low Entity Count.

**Level 55** is the 56th **Infinispace**, appearing to be a large labyrinth of school-like hallways covered in dim lighting or pure darkness.

## Description

**Level 55** is a level with unknown size, appearing to be a school. Most classrooms to this school are locked though, yet windows inside can be found, showing typical American style classrooms. These classrooms can actually be broken into, via heavy objects.

These classrooms are the safest part of the level, will fully bright lighting, and no entities. Supplies can also be found in these rooms, being tools and objects one would normally find in classrooms. For example, the desks in these classrooms were used in the MIG base Delta.

Once a wanderer explores this level long enough, the hallways will eventually be shrouded in darkness. These halls are the more dangerous part of the level, with a higher sanity hazard, and more common entities. Sometimes, the entrance to these areas will appear as a long hall in pure darkness, with a door emitting light at the end, leading to these dark areas.

## Colonies

### MIG: Base Delta

* Set up in a complex of classrooms.
* Guarded heavily, using the desks of the level and some other defences.
* 40 members, and growing.

## Entrances and Exits

### Entrances

* A certain door hidden by the MIG was found to always lead to Level 50.
* You can also enter **Level 55** via a wooden door in Level 133.
* A trapdoor in Level 40 can lead here.

### Exits

* Sometimes the doors leading to the darker areas will instead lead to Level 14.
* Noclipping in a classroom will lead to Level 58.
Level -19

# Level -19 - "Swampy Backyard"

## Difficulty: Class 1e - Safe - Secure - No Entities - Possibility for hazardous plantlife.

**Level -19** is the 19th negative level of **Infinispaces**. This level is quite small, yet it appears as a backyard with a large amount of plantlife.

## Description

The size of **Level -19** is very small, being only about the size of an average suburban backyard. The entire backyard is entirely overgrown with various plant species. There is also a pool, filled with greenish-hued water that isn't safe for consumption.

Most of **Level -19** is dark, with only a small light in the pool illuminating the level. A slight shine from the moon above does allow for some parts of the level to be illuminated, though not enough for normal vision.

Bugs and rarely animals like squirrels and skunks can be found here. The bugs typically create hives near the house or around the pool. They appear to be an undiscovered species of insect, that has the ability to survive underwater. The other animals that aren't bugs all appear to be infected with some sort of unknown disease. This disease cannot survive within a human, yet it makes the animals go crazy, as if they are infected with rabies instead. This has been proven to be non-fatal though.

## Colonies

The size of **Level -19** is far too small to support any colonies.

## Entrances and Exits

### Entrances

* A moldy door in Level -17 has a chance of leading here.

### Exits

* Sometimes the backdoor to the house can be unlocked. This door typically leads to Level 45.
* If the door is not locked, you can noclip through the water to end up in Level -4.
Level 60

# Level 60 - "Snowy Habitat"

## Difficulty: Class 4e - Unsafe - Unsecure - Low Entity Count - Freezing Cold.

**Level 60** is the 61st level within **Infinispaces**. It appears to be a large snowy landscape with futuristic concrete/metal structures in it.

## Description

The majority of **Level 60** is a desolate, flat plain of snow and a thick blizzard. The snow appears to go down forever, without any ground to support it, yet it is so compressed to the point that wanderers can stand and walk on it. No trees or any form of life is found within the barren wastes of snow, making it hard to navigate. Without any landmarks, it is very easy to get lost in the snowy plains.

Across typically large distances, futuristic structures made of concrete and metal can be found. These rarely appear to have a purpose, however some have easily identifiable reasons to exist. Some are observatories, factories, or simply just storage spaces. However, most lack any reason or purpose. Inside the buildings, crates holding various items like Almond Water can be found.

Sometimes in the plains of snow, one can find neon orange colored pipes. These rarely connect to any of the buildings, yet instead appear to go downwards for infinity. These pipes can make navigation within **Level 60** easier, yet still quite difficult.

## Colonies

Colonies were proven impossible due to the harsh weather and lack of resources.

## Entrances and Exits

### Entrances

* Noclipping through a bush in Level 85 is the easiest way to access **Level 60**.
* A metal door covered in frost can be found in Level 76. Going through leads here.

### Exits

* Elevators can sometimes be found. Rarely, they go to Level 65 instead of another level.