recursal/Fanatic-Fandom huggingface dataset:
Stone Pickaxe

The **Stone Pickaxe** is a Tool crafted from a Stick, Cord, and 3 Sharp Stone. The stone pickaxe is used in mining Rock,  Coal,  Ores, and  Gems. It is of the second tier, being stronger than the Flint Pickaxe, but weaker than the Copper Pick.

## Efficiency

The stone pickaxe has the lowest durability and power of pickaxes in the game. Efficiency is determined by the type of material the pickaxe head is made of.

## Durability and Repair

Like all tools, the stone pickaxe has limited durability displayed by a green progress bar under the stone pickaxe icon. Once the durability reaches zero, the stone pickaxe will be destroyed. Currently there is no way to repair tools.

## See also

* Tools
* Pickaxe
Wheat

Type

**Wheat** can only be obtained by farming and is used in crafting bread, pizza, and animal feed.

## Farming

You can grow wheat by placing  grain on land tilled with a hoe.

### Obtaining Seeds

You can obtain grain in two ways—long grass and wheat. Destroying long grass has a chance of dropping grain. Alternatively, each wheat can be crafted into 2 grain.

### Harvesting

Harvesting a grown wheat plant will drop 1 wheat and only has a chance of dropping 1 grain. Therefore, you must craft some of the wheat into grain in order to fully replant a field.

*See also, seeds, farming.*
Santa

AI
 Damage
 Health

**Santa** is an NPC that sells Christmas items. Like other NPCs, Santa cannot be harmed by the player, or any other enemy. It is added in version 0.9.7. It can only spawn during the holiday event. When the holiday event is disabled, Santa will despawn.

## Notes

* The holiday event of 2016 ended on the 5th of January 2017. Changing the date on your computer will not trigger the holiday event. It can only be enabled and disabled by the developer.
Insight

Insight is a skill category geared towards advancing in Thaumaturgy. Investing in this skill will lower the focus cost of immediate powers. This should benefit those who use Thaumaturgy for combat as lots of offensive and defensive powers will likely be immediate. There are eight skills in the insight category, many if not all of which unlock the learning of new powers.

## Expansion

 Allows a power to affect more than one target. E.g. Learning Expansion when one has learnt the skill Enrage unlocks the mod **Mass Enrage**.

## Inversion

 Unlocks powers that have the opposite effect of currently learned powers. E.g. Learning Inversion when one has learnt the skill Calm unlocks the power Enrage

## Convergence

 Focus an effect to a more specific or narrow target. E.g. Directed trust allows you to focus a creature to trust another creature for a short period of time.

## Union

 Can combine certain powers to create new powers. E.g. With Union, you can combine Confusion and Suspicion to create Fear.

## Coherence

 Manipulate an effect into a more coherent form. E.g Learning Coherence when one has learnt the skill Mask Mind unlocks the power Spirit Form.

## Iteration

 Become more efficient when repeating the same binding. I.e. Repeated casts will cost less focus.

## Revelation

 Learn from observation and external sources of knowledge. It is a misconception that Revelation helps the player learn skills and powers *faster*, but this is not the case. Revelation will grant the player certain powers for exploring certain areas or reading certain books, but currently there are no such things in the game to make use of Revelation. Citation needed.

## Amalgamation

 Combine effects over different domains. Due to there only being one domain at the moment, Mind, there is no incentive to take Amalgamation.
Long Grass

Type

**Long Grass** is a foliage Tile found growing on Grass Tiles. It can be harvested by the player in which it has a chance to drop various items.

## Drops

Harvesting long grass has a chance to drop one, two, or no items. Long grass is the only way to initially obtain Grain and Tomato Seeds, and the only way to obtain Worms.

  Worm | 0-1x

## See also

* Tiles
* Seeds
* Leaves
* Worm
Sugar Rush

Type

The **Sugar Rush** buff is a beneficial bonus to a player's movement speed. The Sugar Rush buff can be granted to the player by consuming a **Gingerbread Cookie** or a **Candy Cane** and boosts the player's movement speed by +20% for its duration, making the player move much faster for the duration of the effect.

### Used By

While a number of accessories can boost the player's movement speed, only the Potion of Speed grants the Haste buff specifically.

## Notes

* Consuming multiple Gingerbread Cookies or Candy Canes will not stack with the current buff timer, but it will reset it.<b
* Movement speed bonuses will stack with the Sugar Rush buff's bonuses.
* The Sugar Rush buff does not stack with the Haste buff.
Web

Type

**Web** is a Resource used in a variety of crafting recipes. Web is obtained by either harvesting web tiles, slaying Spider enemies, or found as loot in Webbed Chests. Web is also used as ammo for the Web Thrower

Web can be spun into Cord or Fabric, and is used to craft spider gear.

## See Also

* Spider Helm
* Spider Armour
* Spider Staff
Regeneration

Type

The **Regeneration** buff is a beneficial bonus that causes a player's health to slowly replenish. The Regeneration buff can be granted to the player by using either a **Bandage**, or a **Cloth Bandage** and not only heals the player over time, but using the bandages removes the Bleeding debuff if the player is afflicted by it.

### Used By

While there are a few accessories that can heal the player over time, only the two bandage types grant the Regeneration buff itself, healing potions do not, and instead heal the player instantly.

## Notes

Consuming multiple bandages will not stack with the current buff timer, but it will reset it.
Tribal Archer

AI
 Damage
 Health

The **Tribal Archer** is a type of Mob that poses a threat to the player. Tribal archer are one of three classes of tribal warriors found throughout the ruins and underground ruins. Tribal archers attack at a distance

It is recommended to avoid tribal archers whenever a player can.

Tribal Archers drop several things: **Blowdarts**, **Tribal Feathers**, **Blowpipes**, and **Tiki Masks**. The weapon and armor drops are fairly rare, with the tiki mask being the most rare drop from any tribal warriors. Tribal archers will attempt to keep a distance from the player, and take pot shots at them with their bows. The archers have half the health of spearmen, but are slightly more powerful than the dartblowers.
## Loot

  Tribal Feather | 1-2
  Blowpipe | 1
  Tiki mask | 1
Yellow Slime

AI
 Damage
 Health

The **Yellow Slime** is a type of Mob that poses a threat to the player. Yellow slimes are the second strongest member of the slime family and only attacks at close range.

It is recommended to fight slimes whenever a player can.

All slimes drop one thing: **Resin**, a very useful material used for crafting Torches. Yellow slimes drop 0-1 resin upon slaying.
Coats

Coats (not to be confused with waistcoats) are clothing which fit over shirts and under chest-piece-type clothing and armour (such as Waistcoats, Cuirasses and Leather Vests).

Coats provide moderate torso coverage in comparison to their counterpart- the tunic; albeit with potentially less resistances in the inept tier. With that being said, inept-tier coats provide full torso and arm coverage. Their stats can be seen in the pictures to the right.

Additionally, coats can appear in the aspirant tier being called by their material name, such as "padded coats" or "leather coats", based on their materials; these coats having a much more even spread of resistances across most all damage types.

Modifiers and materials, as always, may appear.
Lava Slime

AI
 Damage
 Health

The **Lava Slime** is a type of Mob that poses an extreme threat to the player. Lava slimes are the strongest member of the slime family and only attacks at close range. The lava slime inflicts the Burning debuff on the player if its attack hits.

It is recommended to fight slimes whenever a player can.

All slimes drop one thing: **Resin**, a very useful material used for crafting Torches. Blue slimes drop 0-1 resin upon slaying.
Lifeforce Potion

Type

The Lifeforce Potion is a rare consumable found rarely in loot chests underground. Using a lifeforce potion permanently boosts a player's maximum health by 20 points, or one full heart. The maximum health the player may have is 300, or 15 hearts worth.

Lifeforce potions may also be dropped upon slaying the Minotaur.
Pickaxe

A **pickaxe** is a Tool used to mine:

* Rock
* Coal Deposit
* Ore Deposits
	+ Iron Ore Deposit
	+ Copper Ore Deposit
	+ Gold Ore Deposit
	+ Azurite Ore Deposit
	+ Cursed Ore Deposit
	+ File:Flamerite Ore Deposit s.png Flamerite Ore Deposit
* Gem Deposits
	+ Sapphire Deposit
	+ Ruby Deposit
	+ Emerald Deposit
	+ Amber Deposit

## Types of Pickaxes

All pickaxes that are copper tier and above are crafted using an  Anvil.
Split Coconut

Type

Split coconuts are a simple food source. They are crafted from coconuts. It cannot be cooked and when eaten, the split coconut only restores +2 hunger. This makes the split coconut the worst food source in the game. However, it is useful early in the game when food stores are minimal.

## See also

* Category:Food
* Coconut
Spider Mother

AI
 Damage
 Health

The **Spider Mother** is a type of Mob that poses a threat to the player. Spider mothers are the strongest spiders of the spider family, but pose a threat to the player. Spider mothers are not very aggressive to the player, but will constantly toss out spider eggs that will hatch into baby spiders if left alone.

It is recommended to fight spiders mothers only whenever a player has a powerful advantage over them.

Spider mothers drop four things: **Web**, **Raw Spider Meat**, **Spider Fangs**, and **Venom Sacs**. Spider mothers are found all over spider dens, and can inflict Poisoned debuffs on the player.
## Loot

  Venom Sac | 1-2
  Raw Spider Meat | 1
  Spider Fang | 1
Wizard (Fire)

AI
 Damage
 Health

The **Fire Wizard** is a type of Mob that poses a threat to the player. Fire wizards will attack at range, but will move close enough to get a good shot in at a player while still keeping some distance from them.

It is recommended to avoid fire wizards whenever a player can.

Fire wizards will only drop one thing: **Soul Orbs** just like necromancers. The fire wizard's magic attacks can penetrate through the player and inflict the Burning debuff.
Mushroom Skeleton

AI
 Damage
 Health

The **Mushroom Skeleton** is a type of Mob that poses a threat to the player. Mushroom skeletons are only found roaming the glowswamps deep underground/

It is recommended to avoid mushroom skeletons whenever a player can.

Mushroom skeletons drop **Glow Shrooms**, a useful alternative to Torches, and have a very rare chance to drop a Luminous Glowshroom accessory. Mushroom skeletons will toss out explosive skeletons at a range, and will also try to attack close up.
Stairs/Portals

The underground is a vast maze of twisted and looping tunnels, filled with open spaces, valuable ores, and hostile creatures waiting for the hapless adventurer to fall into them unprepared. Vines grow on the surface that give players an easy access point to the first sub-level of the underground, but from that point onward, they need to make stairs to progress deeper. One cannot simply dig through the floors to reach lower levels.

## Stairs

Stairs come in three flavors that can be crafted by the player: Wooden Stairs, Iron Stairs, and Golden Stairs. Each stair type does the same thing: when placed on the ground, it creates a staircase leading to the next level lower.

Stairs can be used to access sub-levels 3 through 10 of the underground, but player made stairs cant be used to access the Crypt. Instead the player must find special staircases surrounded by Crypt Walls and break through the barricades in order to progress deeper.

## Portals

There is only one type of portal in the game so far: the portal that links the Crypt to the Underworld. This blazing red portal is found with the Minotaur's Maze, and requires the defeat of the Minotaur in order to get the materials needed to break through the obsidian brick walls protecting the portal.

The Underworld portal may be freely used without limit by the player once they have access to it.

## See Also

* Cave
* Crypt
* Underworld
* Minotaur
Items

## Foraged Items

Foraged Items can be found in the nature. Crafting is not required, but they might be found in some recipes as well.

## Crafted by Hand

These items can be crafted without any crafting station.

## Crafted with Workbench

These items require a  Workbench to be crafted.

## Crafted with Fire

These items require a  Campfire or  Firepit to be crafted.

## Crafted with Lathe

These items require a  Lathe to be crafted.

## Crafted with Spinning Wheel

These items require a  Spinning Wheel to be crafted.

## Crafted with Mill

These items require a  Mill to be crafted.

## Crafted with Forge

These items require a  Forge to be crafted.

## Crafted with Mason Block

These items require a  Mason Block to be crafted.

## Crafted with Anvil

These items require an  Anvil to be crafted.

## Crafted with Oven

These items require an  Oven to be crafted.

## Crafted with Cooking Cauldron

These items require a  Cooking Cauldron to be crafted.

## Crafted with Alchemy Table

These items require an  Alchemy Table to be crafted.

## Crafted with Tanning Rack

These items require a  Tanning Rack to be crafted.

## Crafted with Kitchen

These items require a  Kitchen to be crafted.
Mushroom

Type

Mushrooms are found growing in the wild and are used as food and in potions. Mushrooms can be picked up without the use of a tool and will regrow over a period of time. A mushroom may be eaten raw in which it restores +4 hunger. While a good source of food early in the game, mushrooms become much more valuable in crafting potions of healing.

## Cooking

Mushrooms may be cooked in a firepit or campfire to create a cooked mushroom. A cooked mushroom will restore +8 hunger, therefore, it is recommended that you cook the mushroom if possible before eating.

## See also

* Cooked Mushroom
* Potion of Healing
* Hunger
Open Void

Open Void is an immediate (cast type uncofirmed) Displacement power. It allows the player so summon a container to store items safely which will be summonable again at a later time. This allows the player to store items in an inaccessible place to all other characters in the game. Madoc said this about Open Void - "One of the simplest Displacement powers is "open void", this allows you to open a kind of pocket in space where you can store stuff safely. Eventually any character might gain access to this power."

## Tweaks

There are no known tweaks for this power.
Close Combat

Combat skills that relate to the use of melee weapons such as swords, spears, axes, maces etc.

## Remise

 The player character does an additional swing after the first when the left mouse button is held down. Required for Dual Wield.

## Feint

 The player character is able to feint by holding the left mouse button for a shorter duration and execute a real attack immediately afterwards by clicking the left mouse button again.

## Fend

 The player character is able to cease his attack in order to parry at impromptu.

## Riposte

 The player character is able to counter attack immediately after parrying the opponent's blow. Required for Dual Wield.

## Dual Wield

 The player character is able to hold another weapon in his other hand, and is able to use two weapons to defend with and attack at the same time. Remise and Riposte need to be learnt in order to learn this skill.

# Unimplemented Skills

## Draw

 Cut or hook with your weapon after landing a blow.

## Impel

 Currently unknown. In-game description is currently only placeholder.

## Brace

 Use stronger bracing parries to stop more powerful blows.
Leather Greaves

Leather greaves are a novice-tier leg armour, covering the shins and providing large amounts of resistances. They fit over leggings, mail leggings,trousers and the like.

While offering quite a large number of resistances to the front and partially to the sides of the lower legs, they do not appear to provide protection to the rear of the lower legs, as well as providing no coverage for the feet. They cannot be worn with boots except for light boots, but can be worn with shoes and sandals.

Their counterpart, leather leggings, provide much better coverage; removing all the aforementioned downsides of leather greaves; at the cost of greatly increased encumbrance and equipment point cost.

Their natural replacement in the adept-tier, splint cuisses, cover the upper leg rather than the lower, interestingly enough; whether this is a boon or a bane is challenging to be determined, outside of shield users who are unlikely to be struck in the thigh below their shield arm, but likely on the opposite thigh.

See picture to the right for approximate resistances.

Modifiers can apply: "hardened", "reinforced" and "tough" do not increase encumbrance or equipment-point cost.

Possible replacement goes as follows:

Leather Greaves [Novice] < Leather Leggings [Novice]

Leather Greaves [Novice] < Splint Cuisses [Adept]
Stone Axe

The stone axe is a tool crafted from a stick, cord, and 2 Sharp Stone. The stone axe is used in cutting down  Trees. It is of the second tier, being stronger than the Flint Axe, but weaker than the Copper Axe.

## Efficiency

The stone axe has the lowest durability and power of axes in the game. Efficiency is determined by the type of material the axe head is made of.

## Durability and Repair

Like all Tools, the stone axe has limited durability displayed by a green progress bar under the stone axe icon. Once the durability reaches zero, the stone axe will be destroyed. Currently there is no way to repair tools.

## See also

* Tools
* Axe
Cage Bar

"A metal bar used in the construction of cages."

Impact: 3.5

Balance: 2

Crush: .5

A great one handed weapon early in level 1 of Exanima.

	+ In the Blacksmith room north of the spawn location. From the start, take the first right until you reach 3 doors. Take the door straight ahead, then take the door immediately on your left. There should be plenty laying around the room
Stone Hoe

The **Stone Hoe** is a Tool crafted from a Stick, Cord, and 2 Sharp Stone. The stone hoe is used to till land for Farming. Tilled land allows Seeds to be planted.

## Tilling Land

Land must be tilled before you can plant Seeds to farm. Using the hoe on grass or dirt will till the land.

## Durability and Repair

Like all tools, the stone hoe has limited durability displayed by a green progress bar under the stone hoe icon. Once the durability reaches zero, the stone hoe will be destroyed. Currently there is no way to repair tools.

## See Also

* Tools
* Hoe
* Farming
* Seeds
Weapons

A weapon is an item used for attacking, and causing damage to Creatures. While wielding a weapon, the player will not be able to break tiles.
Many weapons can be crafted, while others can only be obtained from chests, or dropped by certain Creatures.

The three main types of weapons include, melee, ranged, and magic.
Starting Characters

When creating their character, the player may pick one of four classes: Unknown, Knight, Villager, or Proctor. Unknown is the only class capable of using Thaumaturgy to its full extent. Each class starts with a Torch. Do not lose it, as it is unique and the only one found throughout the dungeon.

More about the player character can be located here.

## Unknown

### Benefits

The "unknown" is the only option for a player to attain the fullest potential of Thaumaturgy.

### Drawbacks

Poorly equipped: starts with only a Cloth Shirt, Leather Trousers, a pair of Leather Shoes, and no weapon.

## Knight

### How to Unlock

Not implemented yet, but likely requires meeting the Knight who is planned to appear in level 5.

### Benefits

Very well equipped. A strong plate armour and a mace.

### Drawbacks

Will under no circumstances allow the use of Thaumaturgy.

## Proctor

### How to Unlock

Defeat the proctor on level 3 and obtain and examine (double click) her Proctor's Seal.

### Benefits

Semi-equipped. Decent armour with long sleeved chain-shirt and a fine well crafted sword.

### Drawbacks

Is rumored to have a limited command over Thaumaturgy in the future.

## Villager

### How to Unlock

Have Derrin join your party on the first level of the Dungeon while playing as UNKNOWN.

### Benefits

Starts with high quality shoes. Wears belt unlike the UNKNOWN class.

### Drawbacks

Poorly equipped, starting with only a cloth shirt, leather trousers, a belt and a pair of leather shoes. Will under no circumstances allow the use of Thaumaturgy.
Waistcoats

Waistcoats are chest-piece clothing, coming in both the Inept- and Aspirant-tier. Covering only the torso (with wide, open necklines and minimal shoulder coverage), their main stay-points are being able to be worn over tunics and shirts, as well as providing a notable portion of resistances across all damage types in the *aspirant* tier, while the inept tier of waistcoats are better replaced by the inherently inept-tier doublets due to an increase in provided resistance.

Of note, waistcoats use one of two different sprites; seen by the pictures on the side.

   Stats for both tiers can be seen from the pictures at the side, modifiers and materials may apply.

Replacement goes as follows:

Waistcoat [Inept] < Doublet [Inept]

Waistcoat [Inept] < Waistcoat [Aspirant]

Waistcoat [Aspirant] < Leather Vest [Novice] OR Cuirass [Novice]
Mail Shirts

Mail shirts are a supplementary layer of adept-tier chest armour, fitting over gambesons, tunics and the like; while fitting under padded coats and chest plates, such as cuirasses, vests and waistcoats. They provide a hefty amount of slash resistance, with notable pierce; but minimal impact and crush, while having an extremely high encumbrance and equipment cost in comparison. Covering is over the entire torso, with a possible modifier (listed in the description and displayed in coverage) allowing coverage of the arms: "long-sleeved", the same as tunics. Those without arm covering have the modifier "short-sleeved" in their description, showing less coverage points.

Average stats can be read in the picture at the side. Due to their minimal increase in crush and impact resistances, their equipment point cost tends to provide them with less utility against non-slash weapons (beast fights, mace users, etc.) than other armours and clothing available at adept, requiring mild consideration. With that being said, they do offer excellent coverage of the entire torso and arms in the long-sleeved variant with near-impenetrable slash (and notable pierce) resistance, which is near-mandatory when fighting against blade-weapons (and to an extent, bladed polearms).

As per, modifiers can apply.

At the time of writing, it is unknown (by the writer) if any equipment replaces the mail shirt.
Spaulders

Spaulders are shoulder-covering armour available starting at novice-tier all the way through expert, providing hefty resistances at the cost of notable encumbrance and equipment points. They fit over all forms of chest clothing (tunics, shirts etc.) and don't counteract chest-plate type armour (cuirasses, etc.); except for those top-layer chest armours and clothing which covers the shoulders (such as doublets and plate armour).

Of note, spaulders provide hefty resistance against side swings from clubs; especially those used in the beast fights.

At the expert-tier, spaulders have a counter part, the rerebraces, which appear to have the same resistances at a slightly reduced equipment-point cost.

Modifiers may apply.
Force Shield

Force Barrier is a sustained Force power. It is a tweak of Force Blast which allows the caster to create a coherent force in front of themselves creating a shield like effect.

## Tweaks

* Bubble Shield - Omnidirectional Force Blast merged with Force Shield to produce a shield protecting the caster from every direction.
Sword (Proctor)

"A finely crafted one and a half handed sword. It bears a decoration resembling a sun on the guard."

Impact: 2.5

Balance: 3

Slash: 3.5

Thrust: 2.5

### Known Locations

##### Exanima

* Level 1
	+ You will start the game with this sword once you have unlocked and start as a proctor
* Level 3
	+ The proctor that guards the hallway outside of the armory on level 3 uses this sword and it can be taken from her when you kill her.
Crowdfunding

**Crowdfunding** is a method of financing a project where one requests funding from a large audience, usually including the eventual end users of the resulting product. Rather than relying on investors exchanging large sums of money for ownership or a future financial return on the investment, the company using crowdfunding takes a large number of small investments in exchange for various perks.

## Funding of Sui Generis

Bare Mettle Entertainment ran a crowdfunding campaign via Kickstarter from October 30 to November 29, 2012 in an attempt to raise £150,000. The successful campaign raised over £160,000.
Ancient Undead

Ancient Undead are an aggressive variant of Undead, found on Level 5 and Level 6. Unlike regular Undead they will properly fight the player, blocking attacks and attempting to utilise proper footwork. They are commonly equipped with rusted or damaged level 5 gear. Polearm and long weapons seem to be their primary choice, but they can also carry a shield and a one-handed weapon. Blademasters from the Crossroads are also Ancient Undead.
Shoes

Shoes (not to be mixed in with Boots) are a form of clothing- and armour-based footwear which provides additional coverage when using leather greaves, cuisses and the like, in comparison to boots which interfere; however, shoes do interfere with armour which covers the full leg, such as leather leggings and plate leggings. Their primary benefit is protecting against attacks which come from the ankle and lower, such as stabs below a shield-arm or overheads reaching just barely around a character's defenses, clipping the heel.

Coming in (at least) three different tiers, shoes provide anywhere from bare minimal to quite substantial resistances: the inept-tier (in the category of clothing) offering half a point of both slash and pierce resistance, being far out-shined by any boot. Their main use is to provide extra protection when using a superior form of leg-covering that interferes with boots, such as mentioned in the first body of text; however light boots can be used in place of inept shoes, if found. As an aside, they require no equipment points and give no encumbrance; as well as their coverage can range from 2 to 4. Many different models of inept shoes exist: from the standard, drab leather shoes, to more cylindrical shoes of brighter colors, to even intricately-designed suede/red velvet shoes.

Adept-Tier shoes provide much greater resistances than their inept-tier counterparts, while providing greater coverage (3); at the cost of half a point of encumbrance and half an equipment point. Stats can be found in the pictures to the side.

At the expert-tier exists Plate Sabatons, providing the same coverage as adept-tier shoes with the same equipment-point cost (0.5), with a negligible increase in encumbrance of half a point (1 in total). Their resistances are greater than Tough Shoes even at notably worse quality, having more crush and pierce.

Modifiers can apply to all shoes, without suffering from encumbrance or equipment point penalties.

At the time of writing, it is unknown what shoes encompass the master tier.
Axes

Axes are a category of procedural weapon in Exanima. Axes are bladed wedges affixed to the end of a handle made for slashing, crushing, and impact damage. This category includes the following weapon types:

* Wood Axes
* Hatchets
* One-Handed Axes
* Pole Axes
* Horseman's Axes
* Bardiches
* Halberds
* Battle Axes
* Great Axes
* Two-Handed Battle Axes
* Voulges

### Stats

These statistical ranges are incomplete and generated solely by information provided in game. These are not the definitive ranges of values for these weapons according to the games code, but rather more of an idea of how stats break down over the different types of weapons in this category. If you find a weapon with stats above or below the stats listed here, please update the list and include a screenshot of the weapon as we'd all love to see the extreme ends of the procedural weapons.

## Non-Procedural Axes

There are a small amount of non-procedural weapons left in game. The developers have stated they plan to have these on the procedural system, but they are not as of yet. Some of these items are more props than weapons and will likely remain non-procedural.

 Pickaxe | ~.36
Exanima Level 1

The player begins on this level. Leads to Level 2.

## The Labyrinth

An elaborate labyrinth filled with a variety of traps and puzzles constructed as to prevent people from accessing the militia's armory.

## Old Versions

* Build 0.7.2: Added lootable maps.
* Build 0.7.1.3 (insider): Added context driven loot and replaced machete with lore sensitive long knife
* Build 0.7.0 (public): Dungeon layout changed to add cave area. Added Ornate Dagger and Horn
* Build 0.6.0 (public): Dungeon layout changed.
Palm Tree

Type

**Palm Tree**s are a type of Tree found in abundance in the wild. They have many useful drops which requires cutting down the tree with an Axe.

## Palm Tree Drops

Palm trees drop a minimum of two items and a maximum of three. They always drop two Log, leaving a chance for an *additional* drop.

 Resin |  | 0-1x

## Planting & Replanting Palm Trees

Palm trees currently do not drop any form of seed used for propagating more palm trees. When chopped down, palm trees leave behind a stump, if this stump is left alone for a while the palm tree will regrow where the stump is. Stumps can be removed using a shovel.

## See also

* Trees
* Plants & Seeds
* Axe
Balan

A character mentioned in Exanima. He was tasked to begin moving any spare and newly built barricades to the entrance of the new supply route and prepare for one of his men to set up a new workstation there where he was to eventually join him. Captain Klysen's contingent was also informed of this and was to assists along with his men.
Mail Leggings

Mail leggings are an adept-tier leg armour, fitting over cloth pants (such as inept- and aspirant-tier trousers and cloth leggings) while fitting under leg-covering armour (such as leather greaves, leather leggings, splint cuisses, etc.).

Most of their use, and disuse, points are shared with mail shirts; having high slash resistance and notable pierce resistance with large coverage, but costing critical equipment points at adept-tier where points are strained due to all of the good available armour and clothing at that tier.

Modifiers may apply.
Bludgeons

Bludgeons are a category of procedural weapon in Exanima. Bludgeons are often blunt weapons that focus on impact and crush damage. Bludgeons are the only category of weapon that deal Pierce damage. This category includes the following weapon types:

* Maces
* Quarterstaves
* Iron-Shod Quarterstaves
* Cudgels
* Metal Bars
* Tool Hammers/Blacksmith's Hammers
* Sledgehammers
* Spiked Clubs
* Spiked Maces
* Two-Handed Spiked Maces
* Two-Handed Flanged Maces
* Mallets
* Bar Maces

### Stats

These statistical ranges are incomplete and generated solely by information provided in game. These are not the definitive ranges of values for these weapons according to the games code, but rather more of an idea of how stats break down over the different types of weapons in this category. If you find a weapon with stats above or below the stats listed here, please update the list and include a screenshot of the weapon as we'd all love to see the extreme ends of the procedural weapons.

## Non-Procedural Bludgeons

There are a small amount of non-procedural weapons left in game. The developers have stated they plan to have these on the procedural system, but they are not as of yet. Some of these items are more props than weapons and will likely remain non-procedural.
Gobbler

The **Gobbler** is an aggressive, slow moving enemy that does deadly claw attacks packed with high slashing and impact damage. Their nakedness however affords them great vulnerability to slashing and piercing attacks. They can be identified by their very distinct snort-trill like cry. Found in the Crossroads Sewers and the Market Sewers.

## Lore

Like the rest of its Ghoul counterparts, they cannot be controlled or reanimated through the use of Mind thaumaturgy. Furthermore, using Mind Sense reveals that they possess a perpetually calm mind despite their taking actions of great aggressiveness or cowardice.
Zeth's Coffee Diary 1/4/2019

## Coffee Diary 1/4/19

Hey Exanimates,

Sorry for the late post, here are my notes on today's meeting:

-Talked about environment assets; it's mostly everyone trying to get the environment art looking as good as it can be; lots of back and forth discussion about level of detail, materials and other technical and aesthetical bits and bobs.

-Madoc redid some dialogue editor functionality and added more features to it, including;

-Drag & drop to reorder responses.
-Insert dialogue responses between other responses.
-Backwards restructuring via drag & dropping entire branches of dialogue.
-Copying and pasting of entire topics.
-Added expanding window functionality to the player's dialogue choice window, as Madoc ran into some dialogue responses that were too long to fit.

-Fixed some issues with 'wetness' for water painting.

Also, last Sunday Madoc gave us a heads up on what he worked on!

"Daily progress: today I fixed some unstable physics for some new articulated bodies, which also resulted in more fluid and better looking behaviour. I added a new parameter to controls some new terrain features in different environments. I took another crack at the dreaded piece of dialogue, and I think I'm done with it now, but along the way I felt I needed to make some improvements to the editor.
The dialogue editor has a high level node graph, and then each node is a dialogue tree. Recently I've been expanding on what can be done with the trees alone, because they're generally less cumbersome to use. However they're a bit hard to restructure, which was leading me to hesitate a lot while authoring dialogue for worry that I might want to structure it differently. So what I did is add some new drag-drop and copy-paste functions that allow the structure to be changed easily and a more iterative rather than plan-ahead workflow, which is very good."

Have a great week!

-Zeth
Blademaster Cuirass

Encumbrance | 🌕

The Cuirass of Blademaster Scouts found in the Crossroads. It is part of the Blademaster Scout Armour set.

## Lore

The motif of the cuirass back bears eight tentacles perhaps follow the symbolism of the Guardian.

## Effectiveness

Has high coverage and serves as excellent defense considering its low encumbrance modifier.
Padded Caps

Padded caps are a novice-tier piece of clothing headwear, providing a substantial amount of resistance while covering the head; but leaving the face exposed.

Replacing aspirant-tier leather caps, fitting below helms, and being able to be worn in combination with mail coifs, padded caps are able to remain relevant in the mid-game by providing a notable amount of resistances, as can be seen in the pictures to the right.

They provide slightly worse weaknesses than their counterpart, the arming cap, while requiring half a point less of equipment; generally being an inferior alternative, however slight. Their hypothetical strength in comparison comes from a very slight increase in available equipment points, allowing for additional equipment to be worn during the novice- and adept-tiers where equipment points can be strained.

Modifiers can apply to arming caps. The "light" modifier does not reduce encumbrance or equipment points.

At the time of writing, the only known (by the writer) replacement for padded caps, are the similar novice-tier arming caps, as mentioned in the third paragraph.
Flanged Mace (Socketed)

The Flanged Mace is a weapon found on Level 6, in the Three-ribbon area. It has a Socket which can be filled with a magic crystal. When filled with a blue crystal, the mace appears to be electrified. In this state the mace will deal more damage overall, but it will slowly drain the socketed blue crystal of power until it is empty. Energy only drains when the mace deals damage and emits sparks, energy cost may vary for each hit.

## Trivia

* In its electrified state the Flanged Mace can be used on most enemies to great effect including Sir, Golems and the Golem President.
* The Flanged Mace can be used by Derrin even when socketed with a blue crystal. The player will still have to replace drained crystals themselves, however.
* The Flanged Mace can be used well with the small encased blue crystal which can also be found on level 6 in the golem foundry floor area, the encased blue crystal is able to recharge inside of the mace without needing to be swapped or taken out to charge unlike the socketed golem armour set which has to be taken out to charge.
Exanima Level 8

Accessible from Level 5 and Level 6.

Unofficially named as the Gentry. Contains living quarters much like the Crossroads, but estates having more luxurious goods such as cushions and ottomans. There are portraits of numerous noble-looking people, and large baths which indicate the presence of rich gentry.

## Walkthrough

### Defeating the Thaumaturge Knight (Force)

There are a few strategies:

1. Keeping close to the knight. This way, the knight cannot activate the barrier easily

2. Pelting with Force bolts. Well aimed force bolts can make the knight fall, allowing overhead attacks.

### Defeating the Thaumaturge Knight (Energy)

- Use the lightning mace from Level 6 [Video Guide]

1. ↑ Coined by Zetheros in the Exanima Discord
Exanima Level 7.5

## The Market Sewers

Accessible from Level 7 and will most likely be accessible from the Crossroads Sewers in the future.

## Creatures

 Fael |  | A large naked demonspawn, possessing extreme speed and strength. Their horns act as a barrier which blocks attacks to the head. Immune to Mind Thaumaturgy. Only one Fael spawns in the Market Sewers.

## Notable Loot

 Satchel
Can carry smaller containers such as pouches and smaller items such as Healing Salves

## Secrets

* The access point to the Market's secret Greatsword item is from this map.
Armour Skills

Armour skills that relate to the effective use of various types of armour.

## Maneuvering in Armour

*None of the following applies to shields, which requires the shield skill "Mobility"*

*Interestingly enough, each category appears to affect specific tiers of armour; at maximum armour maneuvering, over-encumbrance is half a point less than the encumbrance of the item (i.e.: applying mail leggings at the master-tier, while already wearing full plate armour, full undergarments and full mail will only add 1 point of encumbrance for a total of 2 encumbrance; even though it has an encumbrance of 1.5. The same can be seen in the same scenario, swapping quilted trousers with cloth leggings. Something else of interest occurs when removing pieces of plate armour, such as the plate leggings, wherein an unproportionally lesser number of encumbrance is removed, given certain circumstances.)*

### Maneuvering in Armour I

 Allows for the negation of encumbrance for a few layers of cloth or leather armour.

Provides 7 points of encumbrance.

### Maneuvering in Armour II

 Allows for the negation of encumbrance for a few more layers of cloth or leather armour and light metal armour.

### Maneuvering in Armour III

 Negates 20 points of encumbrance; higher amounts of encumbrance can be seen when wearing full plate armour with mail armour. Interestingly enough, some clothing; such as cloth leggings- do not appear to increase encumbrance even when past the maximum, however others: such as the aforementioned plate armour and mail armour- do cause an increase in encumbrance.

## Deflection

 Actively protect partially exposed parts of your body and weaknesses in armour.

## Security

 Confidence in your armour allows you to continue attacks while receiving weaker blows.
Leather Cap

Leather caps are an aspirant-tier piece of headwear, covering the head but not the face, and replace the inept-tier headwear, hats. They can be worn under helmets, coifs and bevors, but interfere with other caps.

Stats can be seen in the picture to the side.

As usual, modifiers may apply.

**Replacement goes as follows:**

Leather Cap [Aspirant] < Arming Cap/Padded Cap [Novice]
Exanima Parchments

Parchments are scrolls found throughout the dungeon. They often give clues to the player as well as tell stories of others venturing through the same dungeon.

The following table lists the parchments in no particular order, but tries to keep a sense of chronology. Any in-game typos remain unchanged in this table.
Zeth's Coffee Diary 4/3/2019

## Coffee Diary 4/3/19

Hey Exanimates,

Notes on today's meeting:

-The zone tool now quite polished with it's own engine UI.
"..very general purpose, it replaces a lot of old functionality and supports a bunch of new stuff, it's a way of attaching functionality, scripts, events, forming AI memories etc. to parts of the environment." -Madoc

-Working on a water painting tool that is relative to height. Madoc says it's kind of complicated to implement, but doable.

-Environment assets have been skinned and textured, and are being added to the new level.

-There are plans to add a fourth creature.

-Here's a video sample showcasing the cumulative animation improvements Madoc made over the past few months:

YouTube™ Video: Greatsword no wobble
https://www.youtube.com/watch?v=mgam61SG3-c
Views: 634
Showing animation improvements while using a greatsword, a weapon that is particularly difficult for characters to control smoothly due to its combination of size, mass, speed and grip.

-Madoc says that the insider update is 'days away'!

Have a great week!

-Zeth
Heart Stop

Heart Stop is an unconfirmed sustained Body power. It was mentioned by Madoc while describing the use of skill with thaumaturgy and may just have been an example. Heart Stop requires the caster to aim the cursor at a characters heart while sustaining the power, this will eventually stop the targeted characters heart.

## Tweaks

There are no known tweaks for this power.
Torch

Balance | 🌕🌕🌕
*"A simple torch"*

The torch provides the player with light in dark places. When a new game is started, the player should spawn with the torch either in their hand, or on the ground next to them (depending on your starting class). The player should make certain to not lose it, as the sheer darkness makes navigation and combat nearly impossible.

### Combat

The torch can be equipped in the player's off-hand to allow for the use of a weapon whilst maintaining light, but it can also be held in the weapon hand, and subsequently used as a weapon. This allows the player to instead use a shield. However, one of two hand slots must be sacrificed for mobile light. Should the player know combat will ensue, or if an enemy is approaching and the player is quick, they can drop
the torch on the ground and it will remain lit. This offers a well lit space where the player can designate both weapon slots to combat equipment.
Zeth's Coffee Diary 25/3/2019

## Coffee Diary 25/3/19

Hey Exanimates,

Notes on today's meeting:

-Agnes and Luke are making finishing touches (adding remaining environment assets) to the next level.

-Madoc is adding the remaining dialogue for the insider update.

-Fixed texture scale on a material for next level, added a plaster material to the Crossroads.

-Madoc is coming up with ways to streamline the role, dialogue, and event system.

-I made another spooky thing 😱

If anyone's interested, I'm doing a twitch stream in a few minutes; making more rivets, hinges, and other armour bits to add to my Zbrush arsenal. https://www.twitch.tv/zetheros/

If you want to see past streams, I post them to Youtube. https://www.youtube.com/channel/UCcC5ir7qOYHGJBpm0pQGm7Q

Have a great week!

-Zeth
Blademaster Helm

Encumbrance | 🌕

The Helmet of Blademaster Scouts found in the Crossroads. It is part of the Blademaster Scout Armour set.

## Lore

The motif of the helmet visor bears eight tentacles perhaps follow the symbolism of the Guardian.

## Effectiveness

The helmet has high coverage and serves as excellent defense considering its low encumbrance modifier.
Armour and Clothing

Exanima's armour is procedurally generated, much like the weapons in Exanima. There still remain a handful of armour pieces that are not procedurally generated and it is not known if the developers intend to move these items to the procedural system.

(Unless otherwise stated, clothing will be referred to as "armour" for the time being)

## Procedural Armour

Procedural armour utilizes a pool of armour components, qualities, and conditions. These attributes are not completely random and every loot table in game has weights for quality, condition, and component selection. This means that the armour you find on Story Mode Level 1 will be poor quality, condition, and made of cheaper materials such as cloth and leather. The armour available on the later levels is of higher quality, generally in better condition, and use materials like steel plate and chain. While Quality is an unchangeable stat, Condition can be improved with the use of Spheres. These descriptors describe a numerical value assigned to the armour. Armour close to the line between two descriptors may appear as one or the other when you click open the description. Armour can be "thick", "tough", "heavy", or "reinforced", which are modifiers that add resistance points at the cost of encumbrance (depending on the quality and condition, such may not apply), as well as "light" which does the inverse.

### List of Armour and Clothing Types

* Head Coverings
	+ Hat
	+ Leather Cap
	+ Padded Cap
	+ Arming Cap
	+ Mail Coifs
	+ Bevors
	+ Helmets
	+ Helms
* Shoulder Armour
	+ Spaulders
	+ Rerebraces
* Elbow Armour
	+ Couters
* Forearm Armour
	+ Vambraces
* Hand Coverings
	+ Gloves
	+ Leather Gloves
	+ Leather Gauntlets
	+ Mail Gauntlets
	+ Gauntlets
* Torso Armour
	+ Shirts
	+ Doublets
	+ Tunics
	+ Gambesons
	+ Jackets
	+ Waistcoats
	+ Belts
	+ Sashes
	+ Leather Vests
	+ Mail Vests
	+ Mail Shirts
	+ Curiasses
	+ Brigandines
	+ Breastplates
	+ Plate Armours
* Leg Armour
	+ Trousers [Inept]
	+ Quilted Trousers
	+ Thigh Boots
	+ Cloth Leggings
	+ Mail Leggings
	+ Leather Greaves
	+ Splint Cuisses
	+ Plate Greaves
	+ Plate Cuisses
	+ Plate Leggings
* Foot Armour
	+ Sandals
	+ Shoes
	+ Boots
	+ Sabatons
	+ Plate Sabatons
Zeth's Coffee Diary 11/3/2019

## Coffee Diary 11/3/19

Hey Exanimates,

Notes on today's meeting:

-Progress is being made on modular environment detail assets (trims, railings, etc).

-Madoc talked about the NPC 'excitement mechanic', where an NPC chooses between useful, important, and urgent dialogues depending on their level of excitement.

NPC excitement levels are raised through situations like combat, fleeing, or similar situations.

To visualize, here's a helpful graph.

100-----------------------------------------------------------------------------------------------------------------
Urgent------------------------------------------"Do you have a moment? We need to talk."

"Gotta pee."

"Insider update when?"

"Derrin said yes!"

Important
---"Steve's goldfish died last week. He hasn't gotten over it yet."

"Heard they're reforming the dawnguard. Vampire hunters, or something..."

-"How are things?"
Useful
0 ------------------------25-----------------------------50---------------------------75-----------------------100
Excitement Level

-Lastly, we're still prioritizing that insider update, and want to get something out soon.

Have a great week!

-Zeth