recursal/Fanatic-Fandom huggingface dataset:
Leather Gloves

Leather gloves (not to be confused with the material-modifier, "leather") are a hand-covering novice-tier clothing, offering minimal resistances at the cost of no encumbrance and only half an equipment point. They interfere with no other equipment, replacing inept-tier gloves and being replaced by higher-tier gloves such as plate gauntlets.

Stats can be seen from the picture at the side. Modifiers can apply, however they do not appear to apply any difference in stats.

Even though leather gloves provide minimal stats, they also cost virtually nothing to equip, and are very inexpensive from the trader in arena. Their main use is to protect against sharp weapons which may come in contact with a character's hands, reducing the amount of damage- and thereby, stagger- a character suffers.
Exanima Level 4

Exanima Level 4 is one of the more challenging levels in Exanima, being host to more dangerous skeletons and the especially dangerous Sir. Be careful opening doors!

## The Archives

Accessible from Level 3, Level 5, Level 6 and Level 7.

## Map

There is no in-game map available to find for Level 4.

## Creatures

 Sir |  | A very large, naked demon spawn which attacks both the player, undead, and skeletons on sight.
Brick Wall

Type

Brick walls are a placeable item crafted from 2 Bricks using the Workbench. It is used as a barrier or in the construction of a building. Brick walls can be easily removed by hand but are reduced to their crafting materials, requiring the player to make the wall again, and revert any ground tile it is on to dirt.

## See also

* Misc
* Brick Floor
* Brick
Knives

Knives are a category of procedural weapon in Exanima. Knives are blades with handles made for slashing and thrusting damage. This category includes the following weapon types:

* Daggers
* Cleavers
* Long Knives
* Hand Saws
* Billhooks
* Sickles

### 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 Knives

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.

* Dagger (Ornate)

## Some example knives

### Sickle

1. ↑ https://www.baremettle.com/forums/index.php?threads/coffee-diary-5-4-21.14755/
Shields

Combat skills that relate to the use of various shields.

## Counter

 Rapidly counter after a block. Required for Synchrony and Ward.

## Synchrony

 Continue to block even as you initiate an attack. Requires Counter.

## Ward

 Perform attacks from behind the cover of your shield. Requires Counter.

## Persist

 Continue attacks while receiving blows from your shield.

## Endure

 Withstand more blows before your shield arm tires.

## Mobility

 Wield cumbersome shields with greater ease and speed.
Exanima Level 6

Accessible from Level 4, Level 5 and Level 8

## Creatures

 Undead Warrior |  | Expert Level A.I. Ancient Undead. Wears a complete set of rusty plate armour.
 Golem President |  | Activates upon entering his room.

## Walkthrough

Areas are defined by places where you need the appropriate Token to access. The level starts in a neutral area where a token is not needed until the player finds a fairly large circle-shaped room. The room has a very memorable cauldron fireplace in the middle, and often two or more double-doors.

### Spider

It's very easy for players entering the 5th level for the first time to open this door without second thought, just to be promptly smacked around by the two golems nearby. The spider token is rather easy to find beforehand with a bit of exploration.

### Eye

The Golem President can be found and fought here. After death it can be looted for a large blue encased Crystal, it currently does nothing but this may change. In the same room, the player may equip a powerful Golem Suit which requires blue crystals for power. There is a locked door whose key can be found in a three-ribbons room, the door only leads to hostile Golems.

### Two-Ribbon

An undead warrior roaming an early Eye area is holding the token for this area. Sometimes, he can appear within the Two-Ribbon area itself, requiring the player to fight Golems.

### Three-Ribbon

The three-ribbon token is obtainable (as of patch 0.9) and can be found in the inn of level 7 on a dead body.

* These areas can provide plenty of loot, usually guarded by two Golems.
* The three ribbon area inside the eye area is where you will fight Golem President, its door is indicated by the lack of gatekeepers.
* The three ribbon door that is adjacent to the two ribbon door with two identical plates will not trigger the Golems, this door also leads back to Level 4.
* A key is in this area within one of the desks in the rooms that allows access through a locked door near the Golem President's office, leading to Level 8
Theories

*This article contains theories regarding the narrative of an incomplete game, and might not reflect the actual sequence of ideas planned by the writing team.*
To use this page effectively, **click on the "+"** tab above to contribute your theories in a new section. There are no limitations but please be fair-minded and give your theory an appropriate subject.

### Hospital

There is a heavy amount of circumstancial evidence that suggests the dungeon was originally a Hospital for some sort of plague. Thaumaturges of the time did research to discover how to fix it and presumably failed. As the hospital ward collapsed the army blockaded it off and fled.

Then much later, Thaven and his bandits began using the area as a base, discovering the lost magic of the old city.

### Ancient Civilization

According to the book, *The Guardian's Wrath*, the Dungeon was created by humans living on the surface in search for even greater power than was bestowed upon them by mother nature. Digging deeper and deeper, they uncovered dark secrets and powerful magic, which some attempted to harness. In response, the Earth itself sent forth demons and terrible beasts to drive out the human population. People began to go missing underground. The royal sections of the Dungeon panicked, with all the nobles pointing fingers at each other, blaming them for the catastrophe. On a single momentous day, the demons attacked, sprouting up from the earth in the Market and Market sewers levels, hence the red organic tissue bursting from the ground. The humans had to abandon everything quickly, fleeing from the Market to the next level up, the royal palace. Level by level, the humans fled the demons, causing mass panic and chaos throughout the Dungeon. Fights broke out as the tension which had been rising for years about the cause of disappearing people finally burst. Most people made it out of the Dungeon alive or scarred. The survivors quickly buried the entrance of the Dungeon beneath rubble and concrete. The Dungeon was preserved like a time capsule. Centuries passed. One day an adult human is collecting water for his village at night when the cobblestone road gives out beneath him, and he slams into a hard surface, hitting his head. When he comes to, he has no memory of the past, even of his name, but only finds the torch he was carrying, and a soft blue light shining from above. Stone rubble surrounds him. Determined to survive, he heads into the dark...
How to play guide for Sui Generis

This page will serve as a basic **how to play guide for *Sui Generis***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

*This article is a stub. You can help Sui Generis Wiki by expanding it.*
Gambesons

Gambesons are chest-based armour belonging in both the aspirant and novice tier, providing a large and even spread of resistances; at a notable cost of encumbrance and equipment points. They sit in the shirt slot, and sit below mail shirts and the coat slot (coats, padded coats, tunics).

Stats can be seen for both tiers in the pictures on the side.

As usual, modifiers may apply; "heavy" gambesons increases encumbrance while giving additional resistances, while "light" gambesons do the opposite (within the novice-tier, at least). Pictures at the side.

At the time of writing, it is unknown (by the writer) if any equipment exists which replaces the gambeson.
Exanima Level 5.5

## Crossroads Sewers

Accessible from Level 5. A very dark, maze-like network of sewers where the petrified remains of an unknown tentacled creature and its eggs lurk. Hidden within the shadows are unsightly beasts that will relentlessly attack the player. Maintenance lamps built into the walls can be lit up by pulling up the levers built into them to mark passage.

The actual waterways of sewers pose a difficult ground to fight on, so finding elevated ground is heavily advised.

There are numerous exits within the sewers that will most likely lead to Level 7.5 in a future update.

## History

* Released publicly in 0.7.2 on 4th May 2019.
* First released for insider testing in build 0.7.1.3 on 8th April 2019.
Cloth Leggings

Cloth leggings are a piece of leg armour, replacing inept-tier- and aspirant-tier trousers with greater resistances at the cost of increased encumbrance and equipment points. Providing coverage for the whole of both legs and waist, they offer a hefty amount of resistances to a large area at the novice tier and beyond. They fit underneath all other forms of leg armor, such as cuisses and leather leggings; and most notably, still being compatible with mail leggings.

Stats can be read from the pictures to the right.

Interestingly enough, cloth leggings may use one of two different sprites; one more of a "hotdog fold" (lengthwise) and the other looking more as a "hamburger fold" (width-wise). There is no difference between the two.

Modifiers can be applied to cloth leggings, with the heavy modifier not altering encumbrance or equipment-point cost.

At the time of writing, it is unknown (by the writer) if any equipment exists to replace the cloth leggings.
Skeleton

Skeletons are an aggressive type of enemy found on Level 2.5, 3, 4, 5, 5.5 and 6. They are weak to Impact and Crush damage and are very light compared to the fleshier Undead, but they often make up for this by wearing some armour.

## In the Catacombs (level 2.5)

Skeletons found in the catacombs are aggressive, wearing varying degrees of rusted plate armour. One such set of armour can be found on a skeleton wielding a two-handed sword in the cemetery area of the floor. Level 2.5 is the earliest area the player can see Skeletons, and will usually catch players off guard due to Skeletons being much better skilled than Undead.

## In the Sewers (Level 5.5, 7.5)

A variant of the regular Skeletons are found on the Crossroads Sewers and the Market Sewers in the form of Infected Skeletons, which have flesh stuffed behind their bones. They are functionally identical to regular Skeletons, wielding rusted weapons and armour. However, they are also weak to slash damage due to their exposed flesh. Unlike the other skeletons they cannot be controlled or reanimated using Mind thaumaturgy, nor can they be detected by Mind Sense.

## On other floors (Levels 2.5-6)

Skeletons eventually come to replace regular Undead on later floors, alongside Ancient Undead. They are aggressive and wear random pieces of the armour found throughout the floor, usually as a Rusted or Crude variant. On Level 4, however, the Brass Plate Armour skeletons wear will not have any existing modifiers such as Rusted or Crude. The enemies wearing rusted red armour on Level 5 are also Skeletons unlike the blue Blade Masters also found there.

## Overall Behavior

* Most are aggressive, but will flee from a fight on occasion. Occasionally, one might also encounter benign skeletons in the Crossroads.
* They are found in similar areas on every run, as they tend not to wander too far from their initial spawn. Some Skeletons, like the Armoured Skeleton Swordsman on Level 2.5, never wander.
* Skeletons always flee from Sir, but will also attack him when his attention is focused on a different character, including the player.
* Skeletons will have Novice or Adept level AI.
Thigh Boots

Thigh boots are an alternative form of boots, available in the aspirant tier at the cost of minimal equipment points and encumbrance.

Covering nearly the entirety of the legs, thigh boots provide an excellent alternative to boots. The most notable disadvantages to them are their inability to be worn with cuisses (appearing at adept and beyond), and their rarity; and, thereby, the challenge of finding thigh boots with resistances properly surpassing regular boots.

Additionally, due to not being available until aspirant (versus the standard boots available at inept), it may be required to hold onto regular boots in Arena.
Zeth's Coffee Diary 11/2/2019

Hey Exanimates,

It's Monday my dudes \o/

Here are my notes on today's meeting.

-New encounter design was difficult to skin/add weight map and balance, made a lot of changes to the balancing system and developed an automated skinning tool to allow for things like strange body proportions to animate properly.

-Additional features added to the 'NPC event zones' tool, making it more versatile and, keeping in mind (and designing for) future use in Sui Generis.

Talked about:

-Player goals for venturing into the new level.

-Necromancy-related thaumaturgy skills.

-A certain, new, gameplay mechanic.

-Future plans for new environment assets for the next level.

-A new encounter.

-Debris, broken bricks, and similar environment assets.

-Next level soundtrack.

Our goal is to release an insider update very soon, finish and add more content, then add a pre-order plan continue reiterating until the steam release is ready.

Have a great week!
-Zeth
Inept Trousers

Trousers are a clothing-based item covering the entirety of the legs and waist, available at the inept tier. Sitting under (being equipable with) greaves, leather leggings and the like, they provide small- but important- resistance in the early game.

Different names exist for inept trousers, such as:

* Cloth trousers - the most common, providing half a point of slash resistance
* Hose - the same as cloth trousers, albeit slightly less common

As usual, modifiers and materials may apply (see bottom picture).

Trousers are to be replaced as follows:

Trousers [Inept] < Quilted Trousers [Aspirant]
Swords

Swords are a category of procedural weapon in Exanima. Swords have a long metal blade and a hilt with a handguard, made for slashing and thrusting damage. This category includes the following weapon types:

* One-Handed Swords
	+ Shortswords
	+ Swords
	+ Longswords
* Two-Handed Swords
* Falchion
* Grand Falchions
* Greatswords

### 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 Swords

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.

* Sword (Proctor)
Zeth's Coffee Diary 25/2/2019

Hey Exanimates,

Notes on today's meeting:

-Made a lot of fixes to animations that were broken from the recent changes and tweaks necessary for oddly proportioned bodies.

-Developed a coordinate-based gradient painting system for the new level that will greatly expedite detail painting, as well as black paint filler for the small bits of geometry hanging outside the walls.

-Modular crumbled and broken brick walls are done.

-Talked about more dynamic music & combat transitions.

-Showed off something that might excite most people. It won't be added for awhile, though.

-Made more coffee, and giggled at other games ahuhuhuhuhu~

-Watched Node's Exanima video together. It was awesome. We love you, Node!

Have a great week!
-Zeth
Force Blast

Force Blast is a basic immediate Force power. Using this power will create a forwards pushing force from the players hand. The force appears as a glowing blue, flame-like, emission of light from the casting hand. The force is demonstrated in close range combat and it has a seemingly low charge time of around one second, however, since we have no comparison we can only assume that one second fast. Force Blast is the only power which is currently in the game and can be seen in several public videos.

* An example of Force Blast being charged up (not full resolution).

## Tweaks

* Omnidirectional Force Blast - Force Blast tweaked to push out in all directions instead of just forwards.
* Force Shield (Name Unconfirmed) - Force Blast made more coherent to form a sustainable shield.
* Force Blast (Sustained) (Unconfirmed) - Force Blast tweaked to be a sustained cast type.
Papin

This article contains theories regarding the narrative of an incomplete game, and might not reflect the actual sequence of ideas planned by the writing team of the game.
## Theory 1

The apprentice of the Thaumaturge Corlian. He was an enthusiastic thaumaturge and was always grateful for being able to be under his master's tutelage. He agreed to sacrifice himself for one of Corlian's experiments and became undead. It was strangely mentioned by his master that "if he were to succeed [in the search for immortality], he would not have truly reaped the benefits of his apprenticeship". Which implies that Papin is most likely the undead left behind in one of the Conserver offices of the Archive when also taking into consideration that the undead was not wearing the strange helmet mentioned in the pieces of parchment.

## References

1. According to Madoc on 01/05/2017, Papin was already dead before the person who wrote the scrolls even got there.
Leather Leggings

Leather leggings are a novice-tier form of leg armour, providing large amount of resistances with massive coverage, at the cost of high encumbrance and equipment points.

Of note, coverage does not appear to include the backs and inner areas of the thighs or knees.

Due to their high equipment cost and encumbrance, it may be preferable to a player to replace them with the less-costly leather greaves with shoes or light boots, if needed.

Stats can be seen in the picture at the side.

Modifiers may apply.

Replacement may go as follows:

Leather Leggings [Novice] < Leather Greaves [Novice] + Shoes [Inept/Adeptetc.]/Light Boots [Inept]

Leather Leggings [Novice] < Splint Cuisses [Adept]
Ogre

Ogres can be challenged in Arena Mode by entering a "The Beast" match. Three fighters are to fight it in the Arena, with difficulties ranging from Novice to Master rank. The ogre is very powerful, and wields weapons much larger than the player. The weapons used by Ogres cannot be equipped by the player naturally, and looting an Ogre in the Arena proves fruitless, as their inventories are always empty.

The Novice Ogre is equipped with nothing but a huge, spiked club. Its Adept counterpart wears leather armour but still wields the same spiked club. The Expert Beast is the most unique of the bunch, wearing a full set of Plate Armour and wielding a huge sword. The Master Ogre also wears Plate Armour, and wields a huge spiked mace.
Concentration

Concentration is a skill geared towards advancing in Thaumaturgy. Investing in this skill will lower the focus cost of continuous powers and will allow more of them to be used simultaneously. This should benefit those who use Thaumaturgy to do things like buff their character and their allies and necromancers who have to allocate focus to each reanimated corpse. Released in Exanima 0.8 on 1st April 2020.

## Sustain

 Sustained bindings require much less of your focus.

## Continuity

 Maintain a binding while performing other tasks. Unlocks continuous powers like Loyalty in Mind Thaumaturgy.

## Continuity II

 Maintain two bindings while performing other tasks.

## Continuity III

 Maintain three bindings while performing other tasks.

## Abstraction

 Continuous bindings require less of your focus.

## Clarity

 You are able to regain focus more quickly.

## Resolve

 You are less easily distracted or interrupted while shaping a binding.

## Volition

 You are more resistant to mental intrusions and effects.
Cartography

Cartography would require the use of a parchment, ink, and compass. Currently cartography is a an in-development feature and is planned to come in the future.

Below is an in-development preview of a map drawn in game for The Crossroads. The paper quality is randomly generated and the pen strokes of the map are planned to be jittered to make it look like it was drawn by a human.

```

```
Ghoul

The Ghoul is a creature found in abundance in Level 5.5, Level 7, and Level 7.5. They are hostile to the player, hitting the player with quick and powerful strikes from the side or slamming down on they player with both of their hands from above. They cannot be affected by Mind Thaumaturgy.

Ghouls are naked with little resistance to most attacks, Slash damage is their primary weakness. Ghouls easily trip and fall, making them easy targets for overhead attacks. Normally they fight alongside one another in dark areas and attack relentlessly with their claws which do very high slash and impact damage. Much of the damage they deal can be mitigated by wearing plate armour, as their attacks cannot crush through very easily.

## Alpha Ghouls

Alpha Ghouls are a variant of the regular Ghouls, found in Level 7 and Level 7.5. They are taller than regular ghouls and boast stronger attacks and higher stamina. They are seemingly more resistant to slashing damage than regular ghouls, likely due to the small spikes that cover them. Like their smaller counter-part, they are completely immune to Mind Thaumaturgy.

## Lore

Using Mind Sense on these creatures reveals them to be perpetually in a calm state despite their hostility and sometimes fear for the player characters and Derrin.
Zeth's Coffee Diary 4/2/2019

Hey Exanimates,

We're adding musical instruments! Since the appearance of a lute is fairly common knowledge and it doesn't relate to any lore, it's probably okay to share a few images of the highpoly lute. More instruments are on the way.

Yes, to be fair instruments aren't 'core gameplay', but this is actually pretty awesome news. It means the existing core gameplay is in a good spot for the next update, and we can take a short break to work on smaller, more fun projects. (Plus, multiplayer bands will be amazing.)

https://cdn.discordapp.com/attachments/267770515119276043/540462622353522688/capture2.jpg
https://cdn.discordapp.com/attachments/267770515119276043/540462625197260826/capture3.jpg

Madoc has already added a basic music system in-game. Here are some samples.

https://cdn.discordapp.com/attachments/398892786851774475/540890464078004246/Chordsfail.wav
https://cdn.discordapp.com/attachments/398892786851774475/540646116421664768/LuteFail.wav
https://cdn.discordapp.com/attachments/266582929881169921/541327082366566401/Drumroll.wav

Thaumaturgy is basically done according to Madoc, and just needs wrapping up.

We'll probably have a weekly meeting today, and I'll keep you guys updated on that.

-Working on backwards compatibility for the new NPC zone event tool. (Replacing trigger zones for waking up golems, etc).

-Wrapping up small things and fixes for an insider release.

-Talked about reviewing weapon grips (in addition to musical instrument 'grips') after this update in preparation for modular weapons.

-Looked at the bug report channels and made various fixes.

-Talked about the possibility of music or non-combat skills, and combining music with other skills like Thaumaturgy.

-Working on getting another encounter ready (character weight skinning, etc).

-A lot of heart-felt cursing and disparagement of certain computer related issues.

Have a great week!
-Zeth
Arming Caps

(Click here for leather caps)

Arming caps are a novice-tier piece of 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, arming caps are able to remain relevant long into the mid-game by providing a hefty buffer of resistances, at the cost of a notable amount of encumbrance and equipment points; stats can be observed in the pictures to the right.

Their counterpart, the padded cap, provides worse resistances while costing half an equipment point less; which may come in handy in fringe cases of wanting to wear a single extra piece of gear, however the reduction of resistances provided by padded caps (in comparison) is a notable loss.

Modifiers can apply to arming caps: "heavy" does not increase encumbrance or equipment points.

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

Doublets are an Inept-Tier piece of "chest-plate" clothing which can be worn over shirts, tunics (as well as the tunic counter-part, coats), and padded coats, offered to the arena manager (the first character created in arena) upon creation. They cover the entirety of the torso (with the exception of a v-cut at the midriff of the front waist) as well as the entirety of the arms, down to the wrists.

Providing (at least) one point of slash resistance with (at least) 4.5 points of coverage, they offer an early resistance to bladed weapons which can easily cause permanent injury (red damage). While they cost half a point of encumbrance, as well as a full point of equipment cost, both are negligible.

Of note, in the "chest-plate" category for inept gear: waistcoats, vests, jackets and doublets all exist and interfere with one another; however, doublets provide much better coverage than inept waistcoats and vests, sometimes notably better than jackets; and much better resistance than inept waistcoats and vests, however tending to be worse than jackets. For these reasons, doublets should be sought after over vests and inept waistcoats, but replaced by *aspirant*-tier waistcoats when possible.

Also interestingly enough, doublets interfere with spaulders, vambraces, and couters; any armour which rests above the arms.

**Doublets are to be replaced as follows:**

Doublets [Inept] < Waistcoat [Aspirant]
Boots

Boots are a form of footwear within clothing, covering large swaths of area all the way up to just about below the knee.

Exclusively within the inept tier of clothing (known at the time of writing), boots are highly accessible and can remain relevant- if not particularly efficiently- into the mid game. Providing a moderate amount of early game resistance, they're a considerable upgrade to inept shoes. They require no equipment points and have no encumbrance.

Beginning at novice, boots begin to lose worth due to the introduction of leather greaves, which provide greater resistances at the cost of foot-coverage as well as encumbrance and equipment points; greaves and the like being unable to be worn with all but one type of boot. This can be circumnavigated by either switching back to inept shoes (at the cost of resistances), wearing light boots which have a shorter height, or; upon reaching adept; wearing adept tier shoes.

Two possible alternative forms of boots exist, which are covered in their own pages:

* (Short) boots - capable of being worn with greaves and the like, having smaller coverage (reads as "Boots", see picture)
* Thigh boots - coming well past the knee, these provide excellent coverage at the aspirant tier.

Possible replacement goes as follows:

Boots [Inept] < Leather Greaves [Novice]

Boots [Inept] < Leather Leggings [Novice]
The Guardian

Also known as the **Keeper of the Dead**. Used to be worshiped as an entity who cared for the dead, giving them life beyond the mundane life. A prophecy exists, that in a time of dire need the Guardian will raise an army of the dead to defend the people of Under-Earth. This entity was seen as a protector.

The entity is purportedly able to send forth Demons.
Fael

Faels are found in the Market - where there are five, and one in the Market Sewers. Their heads are well protected by their horns which deflect and block overhead blows. They will often fight alongside their Ghoul peers which could make encountering them even more difficult. Like Sir, the Fael's attacks can knock the player off their feet, but they are not as aggressive as Sir and are objectively easier to kill. Just like with Sir, Derrin will run away from Faels, but should muster up the courage to fight them if you do too.

A strategy to dealing with a lone Fael is to slash them with long weapons, such as greatswords or polearms. You are likely to hit the Fael in it's side when doing this whilst avoiding it's reach. If fighting multiple Faels or a Fael with its Ghoul peers, this strategy or slashing to the side should still be effective. Continue to backstep and attack as much as you can while remaining on the defensive. The Fael's long arms also makes them liable to hitting other enemies by accident, and their large size makes them able to being accidentally slashed by other enemies as well.

Another Strategy is to learn Dual Wielding. Once you obtain the Flanged Mace and another Sword or Slash type weapon, you can add the stunning effects to the Flanged Mace and upon contact momentarily stun the Fael allowing for the sword to hit the Fael with little to no counter. Of course take the necessary precautions if it pushes you or if other Demons are with it.

*If you encounter multiple Fael, run.*

## Attacks

Fael has two main attacks, just like other creatures who attack with their hands and claws.

* A swipe attack, in which the Fael swings one arm and then the next.
* An overhead attack that deals immense damage, usually utilized if the Fael has knocked the player over or if the player crouches.
Experience

In Exanima and Sui Generis, the player learns new skills by choosing a skill to learn and gaining experience points for it. It is not clearly communicated how experience is gained and is designed this way to stop people from creating meta-game strategies. The more skills and experience you have the slower getting more becomes.

In subsequent runs of Exanima, the player is given Global Experience which can be used during character creation to start the game with up to 5 skills. Starting the game with skills makes experience harder to get long term but could allow the player to get more skills in a run than without global experience.

## Gaining

Experience can be gained through various means, with no particular order and not limited to:

* Exploring new areas
* Combat experience
* Finding hidden items and secrets
* Reading parchments and books
* Miscellanous actions
	+ Doing something for the first time can grant experience, such as using a healing salve for the first time.

## Meta-game

> This section deals with unconfirmed but possibly useful information. The specifics and validities of such information are difficult to determine, but are worth mentioning.
>
>

* It's assumed that repeatedly doing the same action over and over grants less experience over time.
* Prolonged combat is rumored to give more experience than if the player were to kill a creature quickly, the amount gained is not enough to be practical.
Exanima

***Exanima*** is the official title of *the prelude*, a scope-limited game that takes place about 20 years before the events of Sui Generis. This is an intermediate goal before the full game, although all work currently being done for the prelude will carry over to the full game. Although not fond of the term, Madoc has likened the experience to a dungeon crawler. The prelude's first alpha build has been released on October 23rd, 2014. The first beta build has been released on March 20th, 2015, and the NDA has been lifted along with it. Exanima has been released as a Steam Early Access title on April 29th, 2015.

Explore, fight, survive and unravel mysteries in this unique and unforgiving 3D isometric RPG set in an original dark, low fantasy world. Exanima's exceptional attention to detail and realistic simulation of all things aim to provide a deeply immersive and dynamic gameplay experience.

## System requirements

**Minimum requirements**
* OS: Windows XP (SP3)
* Processor: Intel Core2 or AMD Athlon II dual core
* Memory: 2 GB RAM
* Graphics: Intel HD 4000 or AMD Radeon HD 2600 or Nvidia GeForce 8600 with 512MB VRAM
* Storage: 2 GB available space
* Sound Card: Integrated audio
* Additional Notes: Wine / CrossOver compatible on Mac OS X or Linux with appropriate OpenGL driver

**Recommended requirements**
* Processor: 3 Ghz Intel Core i5 quad core or 3.5 Ghz AMD FX hex core or better
* Graphics: AMD Radeon HD 5850 or Nvidia GeForce GTX 280 with 1GB VRAM or better
* Additional Notes: Faster GPU with more VRAM recommended for very high settings or resolutions

## Game support

Sui Generis Wiki is focused on creating the definitive guide to *Exanima*. But while we make an effort to be complete, which may include game bugs and fixes for them, we are not an official game support channel. Please direct support requests to the Troubleshooting subforum in the game's Steam discussions.

## External links

* Exanima on Steam
* Twitter
* Exanima on Reddit
* Youtube
* Exanima on Twitch
* Bare Mettle Entertainment
* Bare Mettle Entertainment forums

## References

1. ↑ 'Exanima Released' forum announcement - *"It is set in* Sui Generis's *Underworld some 20 years before the main game takes place and emulates what a long delve into its depths will be like."'*
Bag of Gold

The **Bag of Gold** is an item found in both *Infinity Blade I* and *II*, serving as a way for players to purchase in-game gold pieces using an iTunes account. As the amount of gold goes up, so does the price.

## Prices

 150,000 | $4.99

The higher your rebirth, the higher amount each gold bag will be worth, though the multiplier for each rebirth is unknown.
Omnidirectional Force Blast

Omnidirectional Force Blast is an immediate Force power. It is a tweak of Force Blast which allows the caster to emit a close-range outward force in all directions around the caster.

## Tweaks

* Bubble Shield - Omnidirectional Force Blast merged with Force Shield to produce a shield protecting the caster from every direction.
Bone Blade

The Bone Blade is a special sword found in a chest on Level 5.5. It can have Magic Crystals socketed into it, though green crystals are the only ones to have an effect.

Whenever the Bone Blade strikes an enemy its edge becomes weaker, alluded to by its item description describing the blade as "...very brittle." It is found with seven slash damage, but will degrade by half a point for every hit until it reaches 3. When socketed with a Green Crystal, its slash damage will quickly raise back to a maximum of 7, draining the Crystal of some power.

## Trivia

* The Bone Blade is exceptionally good against all enemies found in Level 5.5 due to their lack of armour.
* The Bone Blades use of Green Crystals is similar to the Strange Masks use of Green Crystals, which heals the wearer like the Bone Blade heals its blade.
Bare Mettle Entertainment

**Bare Mettle Entertainment** is a small London-based independent game developer consisting of 7 members. Sui Generis, and by extension Exanima, have been the team's long term projects.

* Madoc Evans - Project lead/developer
* Kieran Hucker - 3D assets, game design
* Agnes Hittich - Architectural 3D modeling, concept visualisation
* Brendan Hucker - IT, legal and administration
* Bethain Lee-Lewis - Composer
* Luke - 3D assets, environment
* Sheng Zhong - 3D assets, character artist

Former members of Bare Mettle:

* Tony Dye - Writer
* Scott Petty - Environment artist
* Leonid Kuzyakin - Environment artist
Hats

Hats are an inept-tier piece of headwear, unable to be worn with any other form of headwear. Coming in a wide variety of different models, they can provide some fashion to characters.

Modifiers may apply, however they do not appear to do anything; see bottom two pictures.

Replacement goes as follows:

Hat [Inept] < Leather Cap [Aspirant]
Token

Token are small medallions found in Level 6 and are utilized to progress in the aforementioned level. Without the correct token, the player will find it difficult to wander, as they function like a key to pass the Golems, guarding the doors. Most of the doors on this level are unlocked and the player can access everything without the token. However, without the correct token, the player should expect to fight one or two Golems. This leaves the player with following options to gain access to areas:

* Acquire the correct token.
* Fight and kill the activated Golems.
* Trigger, run, and trap the Golems inside a room.

## Known Ribbons

Each ribbon is required to safely pass into the respective areas in Level 6.
Exanima Level 5

## Crossroads

Added to Exanima Early Access on 11th July 2018. Accessible from Level 4, Level 5.5, Level 6, Level 7, and Level 8.

## Creatures

 Undead Actors |  | Aspirant Level A.I. Ancient Undead.

## Secrets

Secret room in the doctor's office exists in the topmost right corner, the wall makes a hollow sound when hit. Interacting with a button on the right face of the wall opens a sliding door to the room.

## Updates

* Insider Build 0.7.1.6: Added Journal Lore item to the Alchemist's desk.
Undead

Undead are humanoid creatures similar to humans, except they have lost all ability to reason. They are much paler than the palest human, and are bony and thin, with white hair or none at all. They are equipped with weapons and armour, and are either passive or hostile upon contact. They may flee the player if they take too much damage.

## Undead

Passive Undead do not attack you unprovoked. Aggression towards them will however result in them attacking you. Aggressive Undead will attack you once they detect your presence.

## Variants

Undead Proctor: The undead proctor can be found on Level 3. One of the best equipped hostile you encounter during the first three levels. Ferociously fighting with a one handed sword.

Low Leveled Undead: Lightly armoured, with weaker weapons. Usually passive.

## Loot:

##### Weapons:

Hatchet, Wood Debris, Hand Saw, Machete, Candle Holder,

##### Armour:

Cloth Trousers, Cloth Shirt, Suede Trousers, Tunic, Sandals, Waistcoat, Suede Shoes, Leather Boots, Belt, Leather Cap,
Zeth's Coffee Diary 18/3/2019

## Coffee Diary 18/3/19

Hey Exanimates,

Notes on today's meeting:

-environment work continues, almost done with a certain type of environment prop.

-establishing best practices for dialogues.

-plans for giving Derrin actual swear words when he gets angry at the player, like ffuuuuuuuuuuuuuuuuuuuuuuuddgeee!
cuuuuuuuuuuuunning!
shiiiiiiiiiiiiiiiin!

-talked about adding actual water, water ripples, fluid dynamics.

-Madoc says next level should be mostly done tomorrow. Weird flex, but ok.

Have a great week!

-Zeth
Exanima: Table of Items

These pages lists all of the base items in Exanima based on the IDs enumerated by the game system. List initially compiled and released by DurDur on 12 Mar 2017. Updated by Khorpus as of 16th Jul 2019 for Exanima Version 0.7.3.
Procedural Items are stored in Bank 00 00 40 and Bank 00 00 80 (and 01 00 80, 02 00 80 etc) which contain variations of items in terms of quality (Exceptional, Superior, Fine, Reinforced, Worn, Crude, Rusted), Colours and Patterns - They are sorted in no particular order and vary with every new game and entry upon a new level. Items generated as loadouts for enemies are grouped and are ordered from footwear to helmet.
Currently, there are a total of 1096 base items (including unload-able items, and excluding quality and colour variants)

## Item banks

* Table of Items/Bank 00 00 00
* Table of Items/Bank 01 00 00
* Table of Items/Bank 02 00 00
* Table of Items/Bank 03 00 00
* Table of Items/Bank 04 00 00

## Spreadsheet

Due to the wiki's limitations the full table was split into multiple pages. A spreadsheet with a list similar to the previous one can be located here.
Zeth's Coffee Diary 8/4/2019

## Coffee Diary 8/4/19

Hey Exanimates,

Update 7.1.3 has been released for insider testing!

Notes on today's meeting;

-As the insider build is now live, Madoc has been busy fixing bugs, such as:

Fixed game periodically "freezing"

Fixed trying to talk characters with no dialogue causing issues.

Fixed dialogue inline scripting not working.

Fixed some dialogue being available before it should.

Fixed some incorrect AI emotional levels (with various consequences).

-More environment work is being done in the meantime by Agnes, Luke is doing material work for some small doodads, tools and various props, and I'm adding more detail to certain environment props.

-Talked about loot tables and loot in general for levels 4 and after.

-Talked about alchemy, and the finer points of bottle aesthetics.

We hope to get the update ready for a public steam release and in your hands as soon as the bugs that we are aware of have been fixed, and the remaining content finished and added.

Have a great week!
-Zeth
Thaven

This article contains theories regarding the narrative of an incomplete game, and might not reflect the actual sequence of ideas planned by the writing team of the game.
Thaven was likely a high ranking thaumaturge who discovered a number of entrances to the underworld. After briefly exploring one different from that of the one in Exanima, he theorized about the presence of what he named the Spellgiver which enabled thaumaturges to use their powers to a greater degree than usual. Hoping to find this Spellgiver and usher an Age of Thaumaturgy, he forcefully sends the thaumaturge Corlian to seek the root of magic by manipulating peasants to drive him out of his home. Corlian enters the dungeon after his apprentice Papin dies after probably agreeing to sacrifice himself to Corlian to be used as a subject for one of his necromantic experiments.

As Corlian descends deeper into the Underworld, he realises his body has not much longer left and decides to discover what he can after sending word to Thaven about what he has accomplished thus far. Thaven replies stating that he himself has made a significant amount of discoveries and promises to send someone to assist Corlian, later discovered to be the player when playing as UNKNOWN.
Exanima Level 7

## The Market

Accessible from Level 4, Level 5 and Level 7.5.

## Creatures

 Fael |  | A large naked demonspawn, possessing extreme speed and strength. Their horns act as a barrier blocking most attacks to the head.
There are a total of five Faels in the market. Immune to Mind Thaumaturgy.

## Notable Loot

 Colored Crystals
 Kriegsmesser

## Lore Scrolls

This is not what we do. We challenged the mind, we asked the questions! Look at us now, acting out badly written lies, pretending nothing's wrong. I know you are being pressured, and probably under threat, but it is too much to bear. I used to be proud of what we do, but now all I feel as I stand on our stage is shame. I won't do it anymore.

I will seek other ways to reach people, perhaps I'll join the fight. I hope that you can find peace when this is all over.

Your friend who begs you will forgive him,
Athelin

I hope this letter finds you well and whole. I have heard of your foolhardy endeavours. Always a champion of the common people.

I am due to leave with the next group in five days. I would have sought you out, but with everything that's happening I had to settle for this letter. I hope to see you again soon, please do not risk everything for this dying city.

I would have left word either way, but I'm afraid I must also warn you of a great danger. Amatine claims to have someone who can truly wake the sentries, and he intends to do it. You must stop him, no one else has the authority. If he is not stopped we will have another great threat upon us.

Yours,
Elenis

## Secrets

* One key will unlock a door from the north-east portion of the map with the rest of the Market. This area is initially accessible through Level 4.
* 2nd key is located in the inn. to get there you will need to use a secret route that starts from the left side of the bridge. this key opens the door in the inn and will allow you to loop around without having to use the secret route
* Alternatively the 2nd key can be acquired by a combination of Command dead and Possession. Raise the corpse in the inn, possess it and open the door from the inside.

## Notes

1. ↑ A video guide detailing exactly how to reach the Greatsword's location. CONTAINS SPOILERS
Classic God King

Type
 Weapon

The **Classic God King**, also known as the **Nega-God King**, is a "classic" rendition of Raidriar found in the negative rebirths of *Infinity Blade II*. He equips the same armor, helmet, and shield as the version of Raidriar found in *Infinity Blade I*. The Classic God King also uses the same attacks and combos as the original God King.

When the Classic God King is killed, the player receives the **Nega-Death** achievement.

## Reaching the Classic God King

The Classic God King can be reached in the negative bloodlines of *Infinity Blade II*. The process used to enter this mode is described on the negative rebirths page.

He may also appear in Clashmob events.
Blue Steel (IB1)

**·** (IB2)This page pertains to an item in *Infinity Blade I*. For the
same item in *Infinity Blade II*, see Blue Steel (IB2).

 Type
 Bonus
 XP to master
 Equipped by

**Blue Steel** is a helmet found in *Infinity Blade I*. It can be purchased in the store for 1,500. It increases the Health stat by 2 and grants Gold+. It requires 2,600 XP to master. Blue Steel is equipped by Archarin.
Quilted Trousers

Quilted trousers are a pair of leg coverings in the clothing category, fitting under leather leggings, leather greaves and the like.

Being an aspirant-tier item, they replace cloth and leather trousers, providing a more even spread of resistances at higher amounts; costing only a meager half-point of encumbrance and equipment cost. Stats can be read from the picture at the side.

**Replacement goes as follows:**

Quilted Trousers [Aspirant] < Cloth Leggings [Novice]
Meditation

Meditation was a planned skill category geared towards advancing in thaumaturgy. Investing in this skill would have improved the player's ability to recover focus, which should mean casting sustained powers will drain your focus at a lower rate. This would have benefited those who use thaumaturgy to achieve things for small durations of time such as improve their stamina recovery rate or slowly repair wounds. It may have also improved the length of time for which some offensive and defensive powers can be cast.

In March of 2019, the community manager confirmed that meditation was being removed and its planned skills merged with the other two remaining thaumaturgy-based skill categories - insight and concentration.
Sword (Rusted)

"An old and rusted short sword"

Impact: 1.5

Balance: 4

Slash: 2.5

Thrust: 1.5

	+ In a barrel in the locked section west of the starting area. You'll need the key from the dead guy leaned against the table. To get there from the starting area, go west (straight when leaving the starting area), unlock and go through the door, then take the west most door on the south wall (it's the right door on the left wall when you enter). It's hidden in the bottom of a barrel under some scraps of wood in the South West corner of the room.