recursal/Fanatic-Fandom huggingface dataset:
Samantha Bloomingdale

Samantha using her abilities on a Ceres robot

## Introduction

Samantha is one of three main characters in infinitys grimoire next to Tamara and Philippe. Taken from earth and sent to the planet the story takes place on by Cecil, for his amusement.

## Profile

### Appearance

Samantha is a african-american girl with a round face and long black hair with bangs. She's seen wearing many fashionable outfits but is most often seen in a blue shirt with a fur collared bomber jacket.

### Personality

Samantha is highly empathic and nurturing, almost mother-like in nature to those she cares about. She always tries to maintain a up-beat and optimistic attitude, even in the most dire of situations.

## Abilities

Samantha's powers are various forms of organic manipulation and empathic powers.
Cecil

## Introduction

Cecil is a main antagonist for Infinitys Grimoire, leading ceres and keeping the Moon unaware of this. Bringing Samantha, Tamara, and Philippe to the planet.

## Profile

### Appearance

Cecil is a short, pale boy with messy half-long blonde hair. His most defining trait is his eyes, which are pitch black except for slits of bright yellow for pupils and the glowing yellow markings across his entire body, which resemble computer circuits. Pre-corruption he is shown to have had light blue eyes.

### Personality

Cecil is very mischievous and cares very little about consequences his actions might have. He appears to lack any form of empathy and is quite sadistic. He's easily bored and will anything to stop it, often by inflicting emotional or physical harm on others. This makes him very unpredictable and dangerous.

Very little is known of pre-corruption cecil due to him not remembering who he was before, but his personality is shown to have been almost opposite of his current one. During brief moments where his corruption was undone he seemed to be highly emotional and empathic, very similar to Samantha. Exposing the amount of damage corruption has done to his psyche, and could potentially do to others.

## Abilities

Cecil's abilities are illusion and manipulation based and extremely powerful. He's often seen using multiple illusions of himself when talking and warps the rules of reality around him to confuse and intimidate the person he's talking to. Due to corruption his abilities have a extremely wide range, some of these abilities include teleporting, creating illusions, creating fully functional doubles, shapeshifting, and distorting technology in his surroundings. The last ability appears to be out of his control, as he mentions enjoying working with computers but being frustrated at them always acting up when he uses them.

He's seemingly near unbeatable in combat by regular human beings due to his powers, making him a very dangerous opponent, resistance soldiers are by default ordered to retreat whenever he's encountered.

His corruption is so severe that simply being around him for long enough will start making you corrupt as well.
Lunatic's Errand Wiki

## Welcome to the Wiki

Welcome to the wiki. This will be the new repository for all information related to your Tanor campaign. I will be incorporating Did You Know information as well as other world building stuff here, and hopefully get everything updated here better than it was on Facebook.

## Important Pages

The first page of the wiki is up:

Did You Know

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
William Stellar

## Introduction

Businessman and actor William Stellar is one of the most influencial men on the moon, having founded the Ceres corporation to harvest remaining resources from Avia's radioactive surface.

## Profile

### Appearance

William is a tall white man, he has half long brown hair and green eyes. he's very often described as beautifull. his wardrobe consists mostly of formal wear, a red suit with black tie as his signature look. He'd rather die than be seen in sweatpants and a hoodie.

### Personality

William is flamboyant and extremely charming, he uses these traits to make he's always the person in the room everyones looking at. Though he may seem like he's not all that serious, he's a excellent negotiator, making people act to his will with ease. He adopted the parental role with ease when taking in philippe and has formed a strong bond with him. He's pretty vain and greedy
Brands

A Brand can be in any one of four states, Active, Surging, Drained and Dormant.

An active Brand will provide a small buff to the branded pawn according to its power level (I, II, III and IV).

A surging brand will provide a significant buff to the pawn according to its power level (Surging I, II, III, IV, V and VI).

A Drained brand will provide no buff to the branded pawn, but will instead apply a lesser buff to the caster while applying Strain to the branded pawn.

A brand is Dormant if the Golemancer have insufficient mana to sustain it.

The power level os a surging Brand is determined by the combined points invested in Branding Power and Surging Power. 0-4 total points invested results in a I-V Surging Brand in a 1-1 relation, while level VI requires 6 total points invested.

A Golemancer with one point in Feedback reduction can maintain a single Surging brand indefinitely.

## Brands

Awareness: % bonus to Sight, Talking and Hearing. Surging also increases Consciousness by ()%.

Emotion: A hidden value that continually increases Mood, allowing Mood to increase faster and drop slower. The buff is active while the pawn is unconscious or sleeping, slowly maxing out their mood until they wake up. When Surging the buff is strong enough to keep a pawn's Mood perpetually maxed.

Fitness: % bonus to Moving and Manipulation.

Protection: Creates a slowly regenerating shield around the branded pawn. While Active, can in practice absorb one incoming hit. While Surging, can absorb two hits and recharges faster.

Vitality: Reduces Toxic sensitivity to %, increases Immunity gain to %.
Mana Drain

The planet's celestial alignment is causing an ebb in mana.  All creatures attuned with magical powers will slowly lose power.

## Text in game

The planet's celestial alignment is shifting, causing an ebb in mana. All creatures attuned with magical powers will slowly lose mana. Creatures may become physically ill if they have no mana remaining.

## Notes

* Chance to happen: 1.3(I'm so lucky that I got it...)
* refire(to unlock to happen again?)min days: 15
* Duration min: 1 day max: 1.1 day
* This can be permanent(just reading the GameConditions\_Arcane.xml file)
Shaman

Shamans take a more harmonious approach to arcane powers than most mages, choosing to pursue a path that works with the ebb and flow of magic to offset or enhance the natural order. $NAME is kin to the spirit realm and more attuned to nature and its elements.

## Trait

* Psychic sensitivity +20%
* Toxic sensitivity +30%
* Immunity gain speed +10%
* Tame animal chance +30.00%
* Train animal chance +30.00%
* Global learning factor -10%
* Global work speed -10%
* Smelting speed -25%
* Construction speed -25%

## Default Spells

* **Totems** - Totems are a form of magic that anchors an elemental spirit to the physical world and allows it to influence objects near the totem. This ability increases control over all types of totems.
* **Chain Lightning** - Bolt of lightning that forks after striking its first target.
* **Enrage** - Places a hex on a target that causes their emotions (Mood) to become fuel for battle rage. The hex will burn itself out once all emotions have been consumed. Hostile targets will immediately become berserk if their mind is susceptible. An enraged pawn gains increased movement and manipulation, increased pain resistance, cannot be staggered, and increases melee damage by the percent equal to the severity of enrage (20-50% damage bonus).
* **Hex** - places a hex on pawns, additional effects may be applied to hexed targets. Wears off after 6 game hours.
* **Spirit Wolves** - Manifests a pack of spirit wolves. Spirit wolves apply spirit damage which ignores armor and stuns.

## Learned Spells

**Guardian Spirit** - Summons a guardian spirit. Guardian spirits manifest as powerful animals with unique strengths and abilities.

Spirit Bear - represents defense and fortitude; will issue a challenging roar against any that think to ignore this dangerous beast

Spirit Mongoose - represents cunning and agility; able to slip through the spirit realm to deliver a lethal, hidden attack

Spirit Crow - represents magic and insight; will place a hex on enemies and enhances the wisdom of its ward

Once determined, a guardian spirit type remains the same, however, this can be forcibly changed using a scroll of spirit binding,
Inspire

The Bard inspires other nearby pawns.

* *(This ability is always active.)*

#### Spell Upgrades

* Charisma: *Increases how often the Bard will attempt to inspire fellow colonists. (Max of 3 levels.)*
* Playwright: *The Bard learns new ways to inspire colonists. (Max of 3 levels.)*
	+ Level 0: May cause common inspirations.
	+ Level 1: May cause resource frenzy inspirations.
	+ Level 2: May cause learning and social inspirations.
	+ Level 3: May cause heroic inspirations for magic or might classes.
Ancient Mail

Chain mail forged with an ancient design that provides above average physical defence. The design of the armor includes a symmetrical etching of archaine runes that bestow the wearer with enchanted power. Once crafted, these runes will attract an ancient spirit to embody the mail and grants the wearer the chance to cause additional arcane damage following any attack; however, this comes at a price - all abilities will require more energy to use, and the bearer is beset by nightmares that slowly break down mental resistances.

Max energy: +8%

Energy regen: +10%

Energy costs: +15%

Archane Resistance: +20%

Augmented by arcane spectre: 50% chance to deal 20% bonus damage.
Transmute

Converts stacks of raw resources into other raw resources. When used on equipment, removes tainted, and may increase the equipment's quality. When used on equipment made from one material among a category, randomly changes the material used (so it will not affect a flak vest, which can only be made from steel, in that way, but it will affect a cloth duster, and make it from a random textile instead, or affect a steel knife and make it a random metal).

As of v2.8.0.5, Transmute can be autocast on items (that are not forbidden) found in a stockpile in the "transmutate" zone.
Gladiator

**Gladiators** are a *damage* type class, specializing in their strong stamina and fighting in the thick of combat.

## Trait - Gladiator

[Name] has learned how to train the Gladiator fighting style.

* Move Speed +0.20
* Global Work Speed +20%
* Immunity Gain Speed +20%
* Psychic Sensitivity -60%
* Mental Break Threshold -3%
* Global Learning Factor -30%
* Melee Dodge Chance +4.0
* Mining Speed +20%
* Mining Yield +20%
* Plant Work Speed -25%
* Plant Harvest Yield -20%
* Research Speed -25%

## Default Skills

* Sprint - Increases movement speed for a short time.
* Fortitude - Persistent, self buff that mitigates a set amount of damage from each blow and converts it to stamina.
* Grappling Hook - Yanks an opponent in and performs a combo attack that knocks the opponent down.
* Cleave - Based largely on Jecrell's Cleave from his Werewolf mod, performs a melee strike on an enemy and any other opponents nearby - damage is based on weapon quality.
* Whirlwind - The Gladiator hurls forward in a flurry of attacks, striking ruthlessly and rapidly.
Parov

## Introduction

Parov is a former ceres soldier bot. Having abandoned their post and joining the resistance, Parov named themselves after their favourite musician and is now pursuing a life of fun and entertainment.

## Profile

### Appearence

Parov'body consists of white metal plates that interlock to simulate muscles. Their eyes have light blue sclera's and dark blue pupils. They have thick synthetic dark blue hair that they cut into a curly undercut after desertion. Often they're seen wearing a black suit vest and top hat.
Magicyte

Magicyte, a crystallized form of mana, is an ore that can be acquired in several ways. It is essential for crafting magic items and spells. Magicyte can be randomly obtained while mining other ores, as well as traded with other factions. It can also be grown from Paracyte bushes, created by infusing a stone chunk with mana at the Arcane Forge, or dropped by the Geomancer's Earth Sprite.
Bladedancer

**Bladedancers** are a *quick DPS* type class, excelling at rapid hit and run tactics, but lagging in a sustained fight.

## Default Skills

* Body Training - Physical training allows the bladedancer to improve movement and dodge chance as an enduring, passive buff
* Blade Training - Training in their art, the bladedancer increases lethalness with melee weapons
* Blade Spin - delivers a rapid swing around the bladedancer, striking all nearby enemies - damage improves with weapon quality and pawn fitness levels
* Seismic Slash - launch an attack that creates rips in the fabric of reality along an attack vector
* Phase Strike - Using mastery over body and blade, the bladedancer cuts through reality to appear at a distant location, instantly striking all targets around the exit point

## Traits - Bladedancer

* Move speed +0.30
* Mental break threshold -8%
* Melee hit change +10.0
* Melee dodge chance +15.0
* Pain shock threhold +5%
* Shooting accuracy -28.0
* Global work speed -6%
Wand of Lightning

A wand able to slowly convert nearby arcane energy into elemental lightning. Wands are used as focusing tools to harness innate power more than as a weapon itself.

## Enchantments

* Max Energy: +5%
* Energy Regen: +5%
* Damage Boost: +15%

## Crafting

This weapon can be crafted at the electric smithy, fueled smithy, arcane forge, or crafting spot. A pawn of at least 6 intellectual is needed as well as the research arcane crafting. It requires 20 steel, 50 wood, 10 jade, and 30 magicyte to craft.
Arcanist

**Arcane Mage** (formerly known as Arcanist) are a *utility* type class, with magic spells focusing on travel, battlefield control, and ways to ease the burden of mundane tasks.

## Trait - Arcane Mage

* Research speed +10%
* Global learning factor +20%
* Mental break threshold +3%
* Social impact +10.00%
* Negotiation ability +10.00%
* Trade price improvement +10.00%
* Psychic sensitivity +100%
* Tame animal chance -20.00%
* Train animal chance -20.00 %

## Default Spells

* Shadow - a shadowy assistant that augments every day tasks for colonists, however it creates a creepy sensation, like you're always being watched!

```
Application Frequency: 80-90s Duration: 500-600s
Manipulation, Sight, Hearing, Blood filtration: +10%
Moving, Consciousness: +5%
Mood decrease: -3
Requires 40 mana to maintain and reduces mana regeneration by 30%;
The caster gains xp each time an ally is buffed.

```

* Magic Missile - Fire a volley of Magic Missiles at enemies
* Blink - instantly moves the caster pawn to a distant location
* Summon - can be used to summon both pawns (friend, foe, and animals alike) and objects to the caster from distant locations
* Mass Teleport - creates a portal that allows rapid movement across the world at the cost of mana alone. Does not have the range as the common transport pod, but is powered by the arcane and is not as limited to the same physical restraints of space and weight

## Learned Spells

* **Master Spell:** Gateway - summon everything in a large circle to the arcanist. Works across the world map on player-controlled tiles.
Mass Teleport

**Mass Teleport** carries pawns and/or items through the lower atmosphere across the world map up to 66 tiles away, depending on fuel supply. Teleport pods are single-use and will implode if not used quick enough.

A teleport pod can be launched individually or with others. To select multiple pods for a launch group, use one of the following methods:

* Double-click a pod to select all pods on the screen.
* Hold shift and click each pod.
* Draw a selection box around the pods.

Teleport can be upgraded to increase the time you have to load it before it implodes, and increasing travel distance and carrying capacity. Teleport can be learned using a scroll by any mage, but only the Arcanist can upgrade it.

## Notes

* This spell works in the same way as a transport pod, but the spell's teleport pods will not wait indefinitely and will implode if too much time passes.
* Unlike Portals or Gateways, this spell can work on unoccupied tiles in the world map.
Forge Replication

*Enhances the Arcane Forge with a technique that allows it to extract the design from any craftable item and create it at the forge.*

**Forge Replication:**

1. Click on the Arcane Forge - Among the buttons at the bottom of the screen there will be "Replication Disabled" in greyscale. Click it, and it will become colored.

2. Click it once it's colored, and target the item (laying on the ground) you want replicated.

3. Go into the "Bills" tab, and find the crafting bill "Forge Replication". The icon shown will be the same as whatever is scanned to be replicated, and the materials required will be the same as whatever is needed to craft the scanned item. Queue that bill.

Once your cafter is finished it should create a copy of the item you scanned.
Golemancy

**Golemancy** is the art of infusing magical energy into an object through the use of runes or markings that create a link to the caster. This energy link is commonly used for to achieve the purpose of object animation, energy conversion, or information gathering.

Both the golem and golemancer gain a boost to their capabilities when paired. A golem may only be assigned to one pawn, but multiple golems may be assigned to a single pawn. Golemancy benefits only apply to an assigned golem.

Golems may be crafted from their respective workbenches after the appropriate research is complete. Check the research tab for each golem type and their corresponding workbench.

### Frame Upgrade

Increases movement speed and damage reduction of the golem.

Movement: +[10, 15, 19, 23, 26]%

DR: [5, 9, 13, 17, 20]%

### Controller

Increases the overall awareness of the golem.

Consciousness: +[10, 15, 19, 23, 26]%

### Mind Upgrade

Increases the productivity output of the golemancer. Only applies when at least one bonded golem is active (ie not charging).

Work Speed: +[10, 15, 19, 23, 26]%

Research Speed: +[10, 15, 19, 23, 26]%

Injury Recovery: +[50, 60, 70, 80, 90]%
Class Rings

3 artifact rings that boost unique energy pools for the death knight, psionic, and blood mage. Each ring can grow in how much extra energy it provides. Each ring has a unique way to grow and can double their respective energy pools; how much a ring adds to the energy pool depend on the records of the pawn wearing them:

Ring of the Psionic: adds a flat 25% boost to psychic sensitivity; each point in psychic sensitivity adds an additional point to max psionic energy

Ring of Blood: each recorded human kill adds 2 points, each recorded human downed adds 1 point

Ring of Hate: every 100 damage dealt adds 1 point, every 10 damage taken adds 1 point
Lightning Mage

**Lightning Mages** are a *crowd control damage* type class, with magic spells that convince the weather to become more electric. They are not as direct as fire mages with a more area of effect random spread.

## Default Spells

* Lightning Storm - summons a lightning storm (near) the target location where lightning bolts randomly and rapidly strike any unlucky enough to be in the storm
* Lightning Cloud - creates a large cloud that has a chance to stun and slightly damage any inside the cloud
* Lightning Bolt - single target bolt of lighting that strikes the target
* AMP  -  Blessing: Augmented by Magical Power - aka "AMP." Short term augmentation that drastically increases physical capacity at the cost of increased stress on the body.

```
Duration: 30-40s
Physical capacity: ~+30%
Physical demand: +40%
Pain: -20%

```

## Learned Spells

* Charge Battery - converts magical energy to electrical energy and stores it in a battery

## Stat Modifiers

* Move speed +0.20
* Global work speed +10%
* Melee dodge chance +2.0
* Mining speed -40%
* Mining yield -20%
Summon Pylon

Points to learn: 1

#### Description:

Summons and manifests magical energy to form an automated defense turret that is tethered to a physical location.  The turret channels arcane current into a focal point that emits bursts of raw energy.  When the tether holding the turret to the physical world dissipates, the turret will harmlessly dissolve back into magical energy.  If the turret is destroyed, this event can be more destructive.

#### Upgrades:

##### Improved Pylons

Increases the range and power of the defensive pylon created.

##### Arcane Molding

Decreases mana cost to summon a defensive pylon by 8% of base mana cost.

Details
 Maximum level
 Level
 Mana cost

##### Durable Pylons

Increases the duration of the summoning by 2m per skill point. Base duration is 4m.

Details
 Maximum level
 Level
 Summon Duration
Wayfarer

Wayfarers are a minor class, the Fighter equivalent to the Wanderers. Any physically gifted pawn can access this class at any time without a class scroll; however, since the class has no class skills whatsoever (with the exception of Legion) and relies instead on cantrips, they require many scrolls to become effective.

## Stat Modifiers

+20% Move Speed

-10% Global Work Speed

+20% Immunity Gain Speed

-10% Psychic Sensitivity

-3% Mental Break Threshold

+3°C Maximum/Minimum Temperature

## Default Spells

The Wanderer has no default spells, but learns Legion naturally from Survival level 6.

## Passives

**Enhancement** (30 levels): +1% Ability Power and +2% Ability Resistance per level.

**Mastermind** (30 levels): -1% Ability Cost and +2% XP Gain per level.

**Endurance** (30 levels): -1% Ability Cooldown, +1% Stamina Regeneration, +2% Max Stamina per level.

**Balance** (15 levels): -3% max stamina upkeep cost and stamina regeneration penalties per level. At level 15, the Wayfarer gains mana and may use mage cantrips.

**Lethality** (15 levels): Empowers a cantrip for each level. These empowerments are focused on damage and direct combat ability.

* Heavy Blow increases damage by 25%.
* Pommel Strike has doubled chance to down target.
* Throwing Knife applies an instant sedative to prisoners and a poison to hostile pawns.
* Burning Fury intensity is increased by 50%.
* Sprint increases movement by 40%.
* Heavy Blow increases damage by 27,5%.
* Fighter's Focus grants a 20% chance to disarm a target with a successful melee attack.
* Tempest Strike gains a 20% damage bonus.
* Increases power of Legion to level 1. [presumably increasing the power of the copied skill, much like Faceless's Mimic]
* Sprint increases movement by 50%.
* Heavy Blow increases damage by 30%.
* Throwing Knife throws three knives instead of one.
* Increases power of Legion to level 2.
* Burning Fury's intensity is increased by 100%.
* Sprint increases movement by 60%.

**Survival** (15 levels): Empowers a cantrip for each level. These empowerments are focused on utility and durability.

* Fighter's Focus decreases rest loss by 20%.
* Thick Skin increases resistances by 12%.
* Strong Back increases mining speed by 20%.
* Inner Healing recovery rate increased by 65%.
* Gear Repair will remove tainted status from fully repaired equipment.
* Gain access to the Legion ability.
* Thick Skin increases resistances by 14%.
* Strong Back increases construction speed by 20%.
* Increases versatility of Legion to level 1.
* Gear Repair will repair the gear of other pawns during conversation.
* Inner Healing will heal scars and permanent injuries.
* Thick Skin increases resistances by 15% and grows barbs, injuring melee attackers.
* Increases versatility of Legion to level 2.
* Burning Fury stamina consumption reduced by 35%.
* Tempest Strike consumes 25% less stamina per attack.
Summoner

**Summoners** are a *strategic defense* type class, with magic spells that focus on summoning a myriad of magical defenses and creatures.

## Default Spells

* Summon Minion - summons an otherworldly creature that can help with basic labor and will even fight, but may not be very trustworthy. While this spell can be learnt by any class, a summoner may train it to increase the duration of the summon, and make it summon two Greater Minions instead of a single minion. As minions can be butchered, this may be a source of mystery meat.
* Summon Pylon - creates a defensive turret that harnesses the flow of arcane energy to send bursts of power at any oncoming foes.
* Summon Mana Mine - creates a land mine out of compressed mana to reinforce choke points, which detonate when an enemy walks on it.
* Summon Elemental - summons a deadly elemental that defends its master; the type of elemental is random between 4 different elements, each with unique traits. Can be upgraded to increase the strength of the elemental (eventually summoning two minor elementals alongside the greater one) and duration of the skill.

## Learned Spells

* **Master Spell:** Summon Poppi - summons a swarm of poppi who fiercely defend their summoner. Poppis are adorable but vicious, dashing to their prey, and explode on death.

## Stat Modifiers

* Move speed +0.10
* Toxic sensitivity +10%
* Minimum comfortable temperature -8.0C
* Maximum comfortable temperature +8.0C
* Social impact +10.00%

The summoner fills the role of strategic defense of the colony, able to summon .
Enchanter's Stone

**Enchanter's Stone** enchants objects with different abilities.

Enchanted objects range from healing items, to mana recovery items, to items that grant a more restful sleep, and more.

This spell can be leveled up in Sub-Atomic Control and Material Matters. Levels in Sub-Atomic Control decreases the mana cost by 6% each level. Levels in Materials Matter grants access to more powerful materials, see the table below.

Note that these rings are worn on the left hand, whereas orbs and class rings forged with the Arcane Artifact research are worn on the right hand. In vanilla, bionic and archotech arms remove fingers, meaning these cannot be worn with bionics.
Hell

There is evil in the world including most of the supernatural, Ramsey was an evil man and others through the generations, evil did terrible things like taking over the world and killing innocent people but unfortunately for them they were all defeated and some were vanquished by the good guys, the evil natural and supernatural who died go strait to hell, evil eventually looses to the good guys through many generations, evil never wins because of the heroes, evil is still being slayed and defeated by the good guys who save the world today.
Hood of Madness

A dark cowl that has a reputation of being cursed, though its magical properties are undeniable. Those who don this hood gain the ability to see manifestations of arcane energy and learn things they otherwise wouldn't. The hood's appearance and fear of revealed secrets lead most to distrust those who wear this hood. Likewise, those who see through the eyes of this hood begin to distrust those around them.

The Hood of Madness grants the following enchantments:

Class XP Gain +30%, Arcane Resistance + 30%.

It also causes the following stat offsets:

Social impact -15%, Trade price improvement -20%, Global learning +40%, Aiming delay -15%, Work Speed +10%, Melee hit chance +7,5%, Psychic sensitivity +40%, Mental break threshhold +8%, Research speed +15%.

It can be created out of either fabric or leather, requiring 80 textiles and 75 raw magicyte, at either regular tailoring benches or the Arcane Forge. It requires research into Magical Equipment.
Bard

**Bards** are a support type class, with focused on maintaining a good mood and inspiration across the colony.

**Bards** are incapable of dumb labor and this work type will be disabled.

## Default Spells

* Bard Training - Hone the skills of a Bard by undergoing training in preforming arts, comedy, socializing, and inspiration. Each level will change the bard´s trait to reflect their skill level.
	+ **Entertainer - level 0**
		- Social impact +10.00%
		- Negotiation ability +20.00%
		- Trade price improvement +10.00%
		- Pain shock threshold -10%
		- Carrying capacity -10
		- Global work speed -10%
	+ **Performer - level 1**
		- Social impact +20.00%
		- Negotiation ability +30.00%
		- Trade price improvement +15.00%
		- Pain shock threshold -12%
		- Carrying capacity -15
		- Global work speed -12%
	+ M**instral - level 2**
		- Social impact +30.00%
		- Negotiation ability +35.00%
		- Trade price improvement +20.00%
		- Pain shock threshold -14%
		- Carrying capacity -18
		- Global work speed -14%
	+ **Bard - level 3**
		- Social impact +35.00%
		- Negotiation ability +40.00%
		- Trade price improvement +25.00%
		- Pain shock threshold -15%
		- Carrying capacity -20
		- Global work speed -15%

* Entertain - Constantly cast, this makes fellow pawns happy with a constant buff
* Inspire - Causes a nearby pawn to be inspired
* Lullaby - Causes targets to fall asleep

## Learned Spells

* **Master Spell:** Battle Hymn - When cast, this causes nearby pawns to have random inspirations

## Trait - Entertainer

* Social impact +10.00%
* Negotiation ability +20.00%
* Trade price improvement +10.00%
* Pain shock threshold -10%
* Carrying capacity -10
* Global work speed -10%
Staff of the Defender

A staff crafted from an ancient design bearing a palpable aura of wisdom. This staff is able to tap into the spirit realm and allow the wielder to communicate with their ancestral spirits who can manifest their power in the form of a physical barrier. The energy to perform this action comes from the spirits themselves and does not draw energy from the user, though the spirits require time to rest between requests.

## Enchantments

* Max Energy: +30%
* Energy Regen: +20%
* Arcane Resistance: +20%
* Added Ability: Arcane Barrier
* Deflection Chance: 25% (+1.5% per melee skill point)
	+ Reflection Chance: 3% per melee skill point

## Crafting

This weapon can be crafted at the electric smithy, fueled smithy, arcane forge, or crafting spot. A pawn of at least 10 intellectual is needed as well as the research magical equipment. It requires 50 steel, 200 wood, 75 jade, 2 gold, 10 uranium, and 200 magicyte to craft.
Raise Undead

Raises dead pawns or animals to do their bidding; undead lose many of the traits that made them unique, but gain peculiar strengths that allow them to disregard any needs they had while living while also slowly regenerating injuries

### Upgrades

* Powered Creation: Allows a single casting to raise multiple undead and increases skills of newly raised undead by 10% per skill level.
	+ Level 0: 2
	+ Level 1: 3
	+ Level 3: 4
	+ Level 4: 5
* Cheating Death: Reduces mana cost of Raise Undead by 5% per skill level. Reduces cost to maintain Undead by 10% per skill level
* Hastened Undead: Undead movement and action speed is increased by 5% per skill level.
Enchant Weapon

Enchants melee weapons with elemental attacks. The enchantment is random and may be one of four types: **Fire**, which sets the target on fire and increases damage; **Earth**, which stuns; **Ice**, which reduces the efficiency of the bodypart that was hit; and **Dark**, which blinds. The enchantment ends when the pawn drops their weapon.
Lich

A transformed necromancer that has gained an immortal existence and arcane power.

+50 max mana, +50% mana regeneration

Immune to diseases, resistant to damage, health regeneration, no food or rest need.

Liches no longer perform work involving: caring, social, animals, firefighting, artistic, or dumb labor.

## Stat modifiers

* Move speed -2.0
* Minimum comfortable temperature -42C
* Minimum comfortable temperature +46C
* Immunity gain speed +100%
* Toxic sensitivity -100%
* Mental break threshold -20%
* Global learning factor -40%
* Trade price improvement -50%
* Negotiation ability -50%
* Global work speed -75%
Paladin

**Paladins** are a *holy damage* type class, with an assortment of combat and support abilities, and is a diverse front-line fighter.

## Default Skills

* Heal - Quickly mends the wounds of allies but will not cure disease or illness.
* Shield - Self only, short term shield that prevents damage without preventing combat capability.
* Valiant Charge - The Paladin launches into combat with the wings of an angel and lands with earth-shattering force.
* Overwhelm - Invokes a holy image that overwhelms the senses of any nearby creature.

## Stat Modifiers

* Move speed +0.10
* Immunity gain speed +20%
* Mental break threshold -2%
* Pain shock threshold +10%
* Psychic sensitivity -20%
* Global learning factor -15%
Arcane Forge

*Develop the means of using arcane power to craft various items and equipment. Completion of this research will also reveal how to make Manaweave, a unique material that enhances arcane power.*

**Arcane Forge** ...

Further upgrades allow for the replication of craftable items at the forge. If the item doesn't have a recipe, the forge can't recreate it. Useful for recreating items that a colony doesn't have the tech for by using mages. The created item is reliant on the "magic" skill of the mage crafting.
Rune Carving

**Rune carving** is a magical art used to permanently instill magical power into an object. This process has long been performed to inscribe runes into equipment and weapons to bestow magical properties. The Golemancer uses a similar, but more delicate, process using runes to increase the efficacy of bodyparts. While only specific parts may be enhanced through rune carving, any variation of those parts can be enhanced.

Rune carving requires additional material resources in a marked stockpile: 225 magicyte, 2 mana potions, and 1 medicine. Successful rune carving is determined by the golemancer's skill in crafting, art, and ability skill. Medical work must also be enabled for the caster since rune carving is a form of a medical operation. Rune carving will never be successful if either crafting or artistic skill is disabled.

To apply runes, select the pawn you wish to inscribe and create the rune carving surgery under their health options. All components must be available before the surgery option will appear.

### Deep Mark

Increases part efficiency bonus, but also increases difficulty. Requires 2 ability points to train.

Level 0: 20% efficiency

Level 1: 22% efficiency, -5% success chance

Level 2: 24% efficiency, -10% success chance

Level 3: 25% efficiency, -15% success chance

### Rune Master

10% mana per skill point is returned after performing a rune engraving.

### Steady Hands

Increases the chance of rune carving success by 10% per skill level.
Thrumbo Axe

An axe crafted using thrumbo horns that are fused together with a clasp made from magicyte. This clasp stores arcane potential and transfers it as physical force when the axe is swung, allowing it to deliver mighty blows capable of cleaving through multiple opponents. The shaft is also etched with magical runes to augment the wielder's power.

The Thrumbo Axe grants the following enchantments:

Max energy + 10%, Damage boost +20%, Arcane resistance + 10%.

It is crafted out of 200 steel, 50 wood, 50 jade, 20 silver, 200 raw magicyte, and 2 Thrumbo Horns, at either regular smithies or the Arcane Forge. It requires research into Magical Equipment.
Advanced Enchanting

*Enables constructing of tier 2 enchanting gems.*

The basics of enchanting are: obtain an enchanting gem, select a mage, right click gem and "equip", then right click an item (weapon or apparel) on the ground and select "enchant." The act of enchanting does cost mana and the mage has to have enough mana to perform an enchantment, but you do get class xp for performing an enchantment.

There are 7 different types of enchantments, each with their own slot. You can only have one enchantment level per slot, for example, you can have a minor enchantment of max MP or a major enchantment of max MP, but not both on the same item. Using a gemstone to enchant an item that already has the same type of enchantment as the gemstone will be overwritten, regardless of which enchantment is better.

Most of the crafted magic apparel or weapons come with enchantments, some are stronger than any gemstone can give, so be careful which gemstones you use on magic gear. You can fill in the missing slots with gemstones though, or replace weaker enchantments with gemstone enchantments if you want.

Using the wanderer's cloak as an example, it has max mp +12%, cooldown -20%, and arcane resistance +5%.
The major gem of holding gives +15% max mp and regular gives +10%, so you wouldn't want to replace that slot with anything but a major. Cooldown (acceleration) gems only give up to -15% so you wouldn't want to replace that slot, but resistance gems are +10% per level, so even a minor one gem of resistance would be a slight improvement.

You could add enchantments from regeneration, force, mp cost, and xp gain without overwriting anything on a wanderer's cloak.

Items crafted with manaweave get a 20% bonus to all enchantments.
Ruunbled

This massive blade is etched in intricate runes from hilt to tip. It is forged in a material unknown to you, with a razor sharp edge and weighing only a fraction of what the size infers. Despite it's size, the weapon is easy to handle and practically hums with power. You can only fathom the origins of this weapon - perhaps crafted in ancient technologies that were lost to time, or fabricated with some mysterious power. The only hint is a small word written in a stylish script and imprinted into the hilt. "Ruunbled". You are not sure if this is a manufacturing company, the name of it's maker, or the name of the blade itself. Whichever it is, there is no doubt that this weapon represents the pinnacle of it's class.

This weapon is enchanted and provides additional benefits to trained mages and fighters:

Ability Cooldown: -20%

Energy Costs: -20%

Damage Boost: +25%

Arcane Resistance: +25%

Haste on hit: (20%)

Deflection: (20%)

"Cleaving Strike"

Crafting: Made via the "Magic Circle" production base.

Bill: "Conuration: mystic weapon"

Requirements:

500 unrefined magicyte

1 Thrumbo Axe

1 Thrumbo Saber
Deathknight

**Death Knights** are a *tank* type class. These warriors stand at the precipice of death and are among the toughest and most resolute fighters the rim has to offer; the closer they get to death, the more dangerous they become.

Their unique resource, Hate, generated from taking and dealing damage, passively slows a Death Knight down, but increases armor as it grows. It is consumed to automatically negate incoming projectiles or retaliate against melee attacks.

Between the protection Hate offers and their ability to heal from dealing damage, a well-trained Death Knight is a one-man army. They especially benefit from the Thrumbo Axe, which automatically cleaves, as, by nature, a Death Knight will be surrounded by enemies.

## Trait - Death Knight

[Name] is a Death Knight - harbinger of doom and a representative of the ever approaching inevitability of death and decay. Their solemn attitude makes most pawns uneasy and even fewer approve of their methods.

* Social Impact -25.00%
* Negotiation Ability -25.00%
* Carrying Capacity +30
* Pain Shock Threshold +30%
* Psychic Sensitivity -25%

## Default Skills

- Shroud of Darkness: wreathed in an endless void, the shroud of darkness is the signature skill of any death knight and is able to nullify ranged attacks and increase their armor; its strength grows as the death knight builds rage

- Wave of Fear: the death knight amplifies the fears of their opponents to send them reeling and reduces their ability to resist light and dark attacks.

- Spite: once sufficient rage is built, the death knight can channel their malice into a physical attack, dealing a painful spirit attack at enemies up to medium range. Deals decent damage with a very low cooldown and can stun with upgrades.

- Spirit Tap: absorbs the life energy of enemies struck in melee range and uses it to build rage, restore hate and stamina, and heal their wounds and wounds of nearby allies.

- Grave blade: calls forth the spirits of the dead to strike from the grave at any enemies in an a target area. Heals the Death Knight for a percentage of damage dealt.
Magicyte Refining

*Allows gemcrafters to grind magicyte down into a powdered form that can be imbibed or imbued into an object.*

**Magicyte Refining** adds the ability to craft Mana Potions in the Gemcrafting Table.

However, The Drug Lab's creates one Mana Potion using 2 smokeleaf, 2 psychoid leaves, and 1 go-juice. While the Gemcrafting Table makes two Mana Potions using 8 unrefined Magicyte, 8 smokeleaf leaves, and 4 psychoid leaves.

Magicyte refining opens up the recipe to craft mana potions at the gemcrafting table. Different recipe than the drug lab (uses magicyte instead of go-juice). Useful for tech limited games that don't have access to the drug lab
Succubus

**Succubi** and Warlocks are two sides to the same coin, they both gain their powers through a partial transformation using demon blood and binding their soul. Females will become succubi and gain increased control over physical energy while males will become warlocks and gain powerful telekinetic and psychic powers. Some spells are castable by both classes, while others are unique to their gender.

All of their offensive actions can strike multiple targets and have a debuff effect, which makes them very effective at both crowd control and capturing large numbers of enemy pawns alive.

In addition, the warlock and succubus shared a powerful, hidden ability that requires interaction from both classes to cast. Due to their method of gaining power, both the warlock and succubus are afflicted by quirks.

Similar to Warlocks, Succubi exhibit a unique quirk:

* All male characters gain +16 "Devilishly attractive" opinion towards a Succubus.
* All female character gain -25 "Envious of Succubus" opinion towards a Succubus.
* After making hearts with another character, the Succubus receive the *Vitality Boost* modifier, granting +15% moving, +20% manipulation. Meanwhile the character they drained from receive the *Vitality Drain* modifier, receiving x50% pain, -20% moving, -20% manipulation.

## Default Spells

* Soul Bond - At the core of the class, demon-kin gain their power through contracts and can boost their stats through this bond, in exchange, the bonded pawn loses stats, but gains an improved outlook as some of their concerns are also stripped away with a mood boost.
* Shadow Call - immediately summons the bonded pawn to the demonkin, requires a Soul Bond.
* Shadow Step - the demonkin immediately travels to the bonded pawn, requires a Soul Bond.
* Shadow Bolt - fires a bolt wreathed in darkness that decays everything it touches
* Dominate - clouds a targets mind in fear which can easily spread to other pawns; dominate takes different forms of attack - the succubus dominate causes extreme physical frailty while the warlock reduces consciousness and can inflict status ailments.
* Attraction - creates a whirlpool of darkness that draws any nearby pawn into the center and slows their movement

## Learned Spells

* **Master Skill:** Scorn - the succubus briefly transforms into a demoness, gaining the power of flight to travel across the map and unleash her wrath in a blast of energy

## Stat Modifiers

* Move speed +0.20
* Global work speed -20%
* Immunity gain speed +15%
* Trade price improvement +10.00%
* Negotiation ability +20.00%
* Carrying capacity -20
* Global learning factor -20%
* Melee dodge chance +5.0
* Research speed -20%
* Aiming time -10%
* Melee hit chance +5.0
* Maximum comfortable temperature +25.0C
* Minimum comfortable temperature -5.0C
Shadow

**This article is a disambiguation page for Shadow**

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

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

**Shadow** may refer to:

* Shadow (Class)
* Shadow (Spell)
Druid

**Druids** are a *support* type class, with magic spells focused on the health and wellness of the colonists, but also has several unique ways to assist in a fight.

## Default Spells

* Poison - Manipulates biological matter to create a toxin that attacks through the bloodstream, the more the target moves, the faster the toxin works. Can be stacked.
* Beguile Animal - A dual purposed spell that can command animals into an enraged state, or calm them back into passivity
* Regeneration - Heals a target over time. Not as direct as the paladin's heal, but can restore even the most severe injuries given enough time
* Cure Disease - The druid is able to harness command over nature to stall or even remove diseases from the body; only affects natural diseases and has no control over mechanite diseases.

## Learned Spells

* Fertile Lands: The druid blesses a zone with doubled fertility. Crops grow twice as fast as they normally would.
* Briar Patch: The druid grows a circle of thorns to slow and cause small injuries to any who across it.
* **Master Spell:** Regrow Limb - The druid creates a Regrowth seed that can be used in a surgery to regrow missing limbs or organs. See *Regrow Limb for more info.*

## Stat modifiers

* Immunity gain speed +15%
* Toxic sensitivity -20%
* Plant work speed +25%
* Plant harvest yield +25%
* Social impact -10.00%
* Negotiation ability -10.00%
* Trade price improvement -10.00%
* Animal gather yield +20%
Mentor Magic

Mentor Magic is available on every pawn with a class. If the pawn has a higher class level than another pawn, then the higher leveled pawn may mentor the lower level one. This will confer experience dependent on the class level gap of the two pawns. It also confers a small mood boost to the mentored pawn.
Arcane Weakness

Arcane Weakness is applied whenever a mage expends a large amount of mana using a spell. The bigger the spell (mana cost) the more arcane weakness is applied. Think of it as expending a significant amount of mental/physical energy and you feel drained, except it's applied instantly so the effects are something of a shock to the system. There are 3 tiers of application: < 25% mana will apply no arcane weakness 25-45% mana will apply moderate weakness per mana used 45-79% will apply more weakness (greater shock) per each point of mana used 79%+ applies large amount of weakness per mana used So, a spell costing 44.9% mana might apply 4.49pts of arcane weakness, but a spell costing 45% of mana would apply 9 pts of arcane weakness (as an example) Arcane weakness causes some significant side effects to consider: at low levels "weakened" it will decrease sight, movement, and consciousness. At higher levels like "drained" it begins to cause additional rest loss, further physical capacity loss, and can induce vomiting. After that it's "severely ill" which increases and adds to the capacity loss, rest, and hunger needs drop faster, and sickness side effects increase Second to last stage will induce a catatonic state. Final state will cause death. Things to consider: mages using BIG spells like arcane gateway, resurrection, regrow limbs, blizzard, rain of fire, etc (master level spells), the amount of arcane weakness applied is significant and will leave the caster in a significantly weakened state for a day or two.
Heal

Teaches any how to quickly mend the wounds of allies, but will not cure diseases or illnesses. This mends wounds by either removing them entirely or just lessening the severity of the wound, depending on the strength of the spell and the severity of the wound initially.

This is a default spell of the Paladin.

## Notes

* This spell works in a similar way as the healer mech serum, but the spell works for all wounds and not diseases or illnesses and also does not always instantly heal.