recursal/Fanatic-Fandom huggingface dataset:
Draconics

Draconics are able to shift between humanoid form and dragon form at will. They can even assume a hybrid state. For instance they could have their wings out in humanoid form allowing flight or cover their body in scales as a form of defense.

Draconics are a race of demons that have mixed blood with dragons. Thus they are not demons and they are not dragons they are something in between. Often insulted and treated badly by all the other races for their traits.

Draconics can live just as long as dragons. They do not reach adulthood until they are at least 100 years old. They lack feelings of romance and the instinct to reproduce due to their incredibly long life spans. One could live for thousands of years if their life is not ended by unnatural causes.

## Abilities

Dragons can learn how to use both ki and mana. Due to that, they may spend hundreds of years learning both.

#### Draconic Eyes

This ability allows a Draconic when using their draconic sight, force weaker beasts to yield or run. It only works on creatures 3x weaker than them.

#### Telepathic Link

Draconics can telepathically communicate with other draconics and also send only one-way messages to other races.

#### Breath Attack

Draconics can unleash a breath attack that goes from Weak to Full Power and it uses up their Ki or Mana to do so.

#### Drake Claw and Dragon Claw

Draconics can unleash a claw attack that evolves from Drake to Dragon Claw and uses up Ki or Mana to do so.

#### Draconic Scales and Draconic Armor

Draconics can unleash their defense which reduces all incoming attack by 50%. Only difference between both defense skills is that Draconic Armor has no drain while Draconic Scales does, but Scales can evolve into Armor.

### Traits

Traits are something all races have however humans are unique with theirs. Due to the fact that the races the humans created hide among them most humans display traits from those races.

#### Draconic Eyes

Grants a Draconic the ability to see people's aura. Each race has a unique color including beasts and at higher levels can tell if they use ki or mana and even their affinity or branch.

#### Slumbering Regen

Grants a Draconic increased regen while sleeping. If the player takes mortal damage or has sustained a DOT that would kill them. If they sleep their body will naturally heal them. However when this happens they will not wake up unless someone tries to wake them up.

#### Draconic Instincts

Draconics with this will naturally know how to use their racial abilities via instinct. If they unlock a new ability they won’t necessarily know how to use it unless they are in a situation where they are required to. IE learning to fly when falling off a cliff.

## Transformation

### Dragon Form

The Draconic can train their dragon form, gaining 0.5% mastery per meaningful usage. When they fully master their draconic abilities the cost to use all of them is halved and while they are in their dragon form, the damage output of everything they do will be doubled. This includes spells.
Blacksmithing

**What you need to get started**

You will need a forge, a hammer, an anvil, and a cast for whatever you are smelting. All of these items can be found in the shop!

**How to smelt ores into ingots**

Depending on how good you are at blacksmithing determines how good you are at making usable ingots out of the ore you have!

This chart shows the different scaling on how smelting works

Below your level = 100% chance of refining one ore into one ingot

Equal to your level = 1 in 2 chance of refining one ore into one ingot

1 level above you = 1 in 4 chance of refining one ore into one ingot

2 levels above you = 1 in 10 chance of refining one ore into one ingot

3 levels above you = 1 in 40 chance of refining one ore into one ingot

4 or more levels above you = 0% chance meaning it is not possible

Magical ores work differently than normal ores

Below your level = 100% chance of refining two ore into one ingot

Equal to your level = 1 in 2 chance of refining two ore into one ingot

1 level above you = 1 in 4 chance of refining two ore into one ingot

2 levels above you = 1 in 10 chance of refining tow ore into one ingot

3 levels above you = 0% chance meaning it is not possible

This process will take 20 minutes to do per ingot

**How to forge an item out of ingots and beast cores**

Depending on your level you have higher rates of success when making items

This chart shows the success rates

Below your level = 100% Chance of making the item

Equal to your level = 1 in 2 Chance of making the item

1 level above you = 1 in 4 chance of making the item

2 levels above you = 1 in 8 chance of making the item

3 levels above you = 1 in 16 chance of making the item

4 or more levels above you = 0% chance meaning it is not possible

How long it takes to make each item will be determined by staff.

BEAST CORES

In order to make beast core weapons and armor the smith must melt down the beast core with metal equal to or greater than the beast cores tier. Then make an alloy out of the beats core mixed with the metal. Once that is done they are then able to forge it into different items.

Each beast core can be turned into different things. For example Earth golem cores can be turned into shields or armor. They can be made into weapons but they don't work well as weapons. Feel free to experiment. If you are curious about the effect of an item just ask staff! A list will eventually be made but until then don't hesitate to ask staff.
Chaos Weaver

The Chaos Weaver is an evolution of the Arachne. It is very dangerous and is considered a huge threat if they manage to leave the forest. They are capable of using Magic on top of their innate beast abilities. The fact they can use magic makes their core highly valuable. It is advised if you encounter one of these to run as fast as you can. You cannot reason with them they will just trick you.
Scaly Marsh

The Scaly Marsh is located in Vaelia. It is a region known for having many reptile type monsters. It got its name due to the large amount of reptiles it has within it.

Be warned as the Scaly Marsh is one of the few locations that have Super Tier beasts. They are rare but powerful so if you enter without taking precautions then it may cost you your life.
Flame Head

##### Fire Breath

The Flame head spews fire out of its cavity toward their target attempting to set them aflame.

10 fire damage per level 1 turn cooldown

##### Self Destruct

The flame head inhales its own flame causing it to explode.

40 fire damage per level kills the flame head. Does not drop loot

##### Scratch

The flame head uses its claws to scratch its target burning them as they do so.

5 fire damage 5 physical damage per level 1 turn cooldown

### **Core Usage**

These are the effects their core will have when applied to various items.

##### Melee Weapons

When infused into a melee weapon it increases the power of its strikes by 20 (as if you were empowering each strike with at least 20 ki) at the cost of 10 durability on each hit in the form of a fiery explosion. (This adds onto any form of damage and durability cost for any form of attack)

##### Armor/Shield

When infused with a piece of armor or a shield the wearer gains some of the resistance to fire and the explosive nature of the fireheads. (Reduce fire damage by 50)

##### Staffs/Wands

When infused with a staff the core will slightly decrease the cost of all fire spells and temporarily give access to fire breath. (Deals no direct damage, just sets things on fire. Fire spells are reduced in cost by 20)

##### Bows

When infused with a bow it ignites the entirety of the arrow in flame doing the same damage on contact as the melee variant
3M Glue Factory

The 3M Glue Factory creates glue out of resin, calcium carbonate, electricity, labor, and support. There is an enhanced output mode that boosts production that also requires morale. The required resin comes from the Sawmill, calcium carbonate comes from a Stone Mill, and the rest comes from the Government Building.

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Arachne

Likes to play with its food before eating it.

## Abilities

The various abilities the Arachne is capable of using in combat.

### Bite

40 dmg physical per level 40 dmg poison per level 20 poison dmg per level per turn 2 turn cooldown

### Spider Spawn

3-8 Spiders are spawned from the arachne 3 turn cooldown

### Steel Web

Binds the target for 10 turns 2 turn cooldown

### Leeching Bite

Drains target of 80 per level and heals for that much 4 turn cooldown
Ki

**What is KI?**

Ki is the energy within your body. You gain Ki by training your body to its limits. You can use the energy to harden parts of your body making them harder than steel while also using it to enhance your offensive power. You can even heal people with Ki!

**How do I unlock my Ki?**

Your ki is automatically unlocked when you hit 200 Ki capacity.

**Ki Usage**

You do the same method to unlock it except focus on what you want the Ki to do instead. This takes a lot of time and energy to master but it is well worth it in the end.

For instance if you want to enhance your sword with Ki you would focus on your sword and imagine the Ki from your body flowing from your hand into the weapon. Imagine the energy hardening and sharpening the weapon. As long as you can maintain that focus then the weapon will be enhanced!

If you focus too much on condensing your Ki into one spot it will grow out of control until eventually that part of your body will explode from the energy. Please do not try to unlock your own Ki unless you have to. Otherwise you could end up doing this very same thing and will most likely die.

**What branch of Ki do I have?**

That is for you to figure out yourself or have someone experienced in the ways of using ki help you discover your branch.

If you are using an ability that is within your branch it will have half cost and gain mastery twice as fast. So instead of gaining 1% per use it will be 2%. If it is a branch next to yours you will have a 25% reduction in cost and it will gain mastery at a 1.5% per use. If it is not next to your main branch then it will be normal cost and normal mastery. If it is even further you will gain mastery at 0.5% per use and have double cost

Use the chart in your sheet for reference. It shows it as numerical values

1 = 5% reduction per level above up to 50% and 2% per use

0.75 = 2.5% reduction per level above up to 25% and 1.5% per use

0.5 = No reduction and 1% per use

From now on you will know your branch the moment your ki is unlocked.
Ancient Gator

This behemoth of a beast is a slow and lumbering creature, often feared by it's brethren for turning cabalistic.

## **Abilities**

The various abilities the Gator is capable of using in combat.

### Iron Clamp

125 damage per level. Traps target until the next turn. 1 turn cooldown.

### Death Thrash

200 damage per level. Hits 1-4 times. 3 turn cooldown

### Ancient Organism

Heals 100 HP per level and another 25 HP per level for the next 4 turns. 5 turn cooldown

### Counter Bastion

0 Damage, boosts physical and magical defense by 225 per level. Next attack deals an extra 115 damage per level.
Blacksmith Shop

The Blacksmith Shop makes several products out of a combination of ore, coal, support, and labor as well as gold flake.

* Nails are made with ore, labor, and support.
* Steel, pipe, plates, and cables are made with ore, coal, labor and support.
* Gold bars can be made from gold flakes, labor, and support.

The blacksmith shop does not use electricity or morale.

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Magma Golem

## Magma Golem

### Possible Drops

Oureclase Ore, Orichalcum Ore, Silver Ore

### **Abilities**

The various abilities the golem is capable of using in combat.

##### Magma Punch

The golem punches the target with its magma covered fist.

5 physical damage per level 20 fire damage per level 1 turn cooldown

##### Molten Lob

The golem throws a ball of lava at the target.

20 fire damage per level 1 turn cooldown

##### Heated healing

The golem uses the lava and rocks around itself to heal.

Restores own health and body by 25 per level 3 turn cooldown
Locations

These are all the locations, countries and cities within the world of Irasana. Well at least those that are currently known.

## Kingdom Of Vaelia

### Cities and Towns

* Capital City Ubona
* City Of Solis
* City Of Xario
* City Of Grison
* Town Of Chantel
* Town Of Dran

### Locations

* Moving Mountains
* Webbed Forest
* Scaly Marsh
* Windy Plains
* Icy Plains
* Glacier
* Crustacean Coast
* Sea Of Serpents
* Living Forest
* Molten Cave
* Knight School Of Xario
* Mage Academy Of Solis

## Valdess

### Cities and Towns

* The Court Of Valdess
* Port City Runa
* Fort Alpha
* Fort Beta
* Fort Gamma
Spirits

**What is a Spirit?**

Spirits are everywhere in the world but not usually visible. As spirits get older they can manifest into a physical form and thus you are able to contract with them. They each have their own powers and strengths and elemental affinity.

Spirits generally take the form of animals. Some can even talk.

**How do I find a Spirit?**

In order to find a spirit one must meditate for hours in a location that does not have much human activity. This allows them to hear spirits if compatible. Depending on the time of day the person may encounter different spirits at different locations.

It is up to the player if they would like someone else to npc their spirit or if they want to do it themselves.

It takes 2 hours to see if you are compatible.

This can only be done once per IRL day.

**How does Spirit Magic work?**

If you possess Magic your Magic type becomes Spirit Magic. Spirit Magic does not have incantations and will always be casted instantly. Unless the spell has a wind up time period.

Spirits have different capacities when it comes to magic.

Any spells made using spirit magic must be casted by the spirit.

Your spirits affinity and rank are only seen after a contract is formed.

Be careful not to decline 3 in a row.

Sprits have a certain number of times they can cast a spell per day and a certain number of spells that can be made with their power,

Basic = 1 spell and 3 charges

Intermediate = 2 spells and 5 charges

Advanced = 3 spells and 7 charges

Super = 4 spells and 9 charges

Legendary = 5 spells and 11 charges

Mythical = 6 spells and 13 charges

A default spell all spirits know is Body Enhancement. This does not take up a slot or a charge.

Body enhancement

Increase the users strength by 2x. Only applies to basic attack damage and movement speed in general. Only usable by spirit users. Does not take a full turn to use and thus can be used alongside an attack. Passively drains 10% of mana per round. It can be mastered. It is not learned. Mastery only reduces cost.

**Spirit Mastery**

Spirit mastery is going to be a system that determines what level of spirit you can control and how many spirits you can control.

If you are compatible with spirits then you will have to train to control stronger ones and more of them.

Everyone starts being able to control 1 spirit refer to the chart below to see how many spirits you can control at what stage.

2 spirit capacity = 30 spirit spells casted

3 spirit capacity = 90 spirit spells casted

4 spirit capacity = 270 spirit spells casted

5 spirit capacity = 810 spirit spells casted

6 spirit capacity = 2430 spirit spells casted
Kraden

Basic Overview: The Kraden family pride themselves upon their abilities to work with gems and jewelry, whether it is cutting and fitting the gems into place or devising another socket onto an item they create. It is unclear where they are truly from, however they are known the most in Vaelia.

Lore: The history of the Kraden family isn’t known to many throughout the world of Irasana but what most people will tell you is that they are one of the best craftsmen when it comes to gems and enchantments as a whole, the founding father of the family: Laken Kraden, was a known adventurer and prospector before he settled in Vaelia, spending most of his time refining the arts of gem cutting and unleashing their effects. Before this family came around, gem cutters were not as common a profession as it is now in the lands of Vaelia. Kraden created a small academy of sorts in Grison to teach the new generation the potential and benefits of the world’s gems and beast cores when properly woven and socketed into various items, tools, and armaments, using only the finest equipment possible as tools and stations to help those seeking to learn.

Family details: Noble human family.

Family Perk: Start with +1 gemcutting **or** +1 gem slot for items crafted.
Cythraul

They are a race of humans who have decided to try to go an alternate route for power. Their ancestors made deals with demons and devils, permanently marking themselves forever. They can be identified by their horns and the black or red sclera in their eyes that only appear when they are pushed to their limits.

The Cythraul were known as the strongest mages in the armies. Their raw destructive power was sought by all nations and they were rewarded greatly. In times of war that is. In times of peace they were considered cursed and bad omens. A cythraul can be born from two normal humans so long as somewhere in their lineage they made a deal with demons.

## Abilities

Cythraul are natural mages immediately having a rather large mana pool from birth. They have reduced costs on any spell with lightning or fire affinity because of their demonic nature.

### Mana

Mana is the energy in the air around the body. Mages are able to control and manipulate this energy using their own body as a catalyst and storage for it. If the mage is strong enough they may even be able to sense the energy of others. However this is a lost art that even the strongest mages today struggle with.

### Traits

Traits are something all races have however humans are unique with theirs. Due to the fact that the races the humans created hide among them most humans display traits from those races.

#### Hellish Affinities

Grants the Cythraul racial affinity to fire and lightning. They must still learn them if they are not their natural but they are cheaper to cast.

#### Fiendish Familiars

They can obtain Familiars with Fire or Lightning Affinities. They require cores to evolve.

#### Internal Sacrifice

Cythrauls can sacrifice their life force for greater power, but only once per day. Any more than that and they will die, so it's only used as a last resort.
Harpy Feather

Advanced Magic Tailoring Material

## Armor, Shields.

Note: Grants the Magic trait to equipment if used as the Tertiary material for Shields, or Primary in the case of armor.

Trivia: Harpy Feathers are one of the few if not only material that has a different part type for the Magic Trait depending on equipment piece.

Can be used to make pandas sneeze
Races

These are the many races within the world of Irasana. Some are rarer than others and some will not have information on them as they are so rare not much is known about them. Check back often as more info will be discovered over time.

## List of Races

### Rollable Races

* Humans
* Vampires
* Werewolves
* Cythraul
* Dwarves
* Draconics

### Obtainable Races

* Mimic
* Banshee

### Evolution Races

* Human
	+ Demi God
	+ Vampire
	+ Werewolf
	+ Draconic
* Vampire
	+ Old One
	+ True Vampire
* Werewolf
	+ Blood Hound
	+ Hell Hound
* Cythraul
	+ Oni
	+ True Demon
* Draconic
	+ Dragonoid
Vampires

Vampires were driven into hiding by the humans because humans were blaming mana sickness and other diseases on vampires because of their nature. Hundreds of years later humans have all but forgotten about vampires and they now live amongst the humans pretending to be them. Most vampires awaken their powers at a young age. Thus they tend to be enrolled at the mage academy.

Vampires are what the Cythraul tried to be. They have fused with a demon. If they are a 1st generation vampire they can be rather unpredictable.

However if they are a descendent then they are completely normal.

 File:Vampire.png

## Abilities

Vampires are born with the ability to use mana.

### Mana

Mana is the energy in the air around the body. Vampires are able to control and manipulate this energy using their own body as a catalyst and storage for it. Vampires absorb mana from any creature they make physical contact with, marking them as a dangerous foe, not to be underestimated.

### Traits

Traits are something all races have however humans are unique with theirs. Due to the fact that the races the humans created hide among them most humans display traits from those races.

#### **Creature of the Night**

Vampires have the ability to see in complete darkness. Even magical darkness.

#### Immortal Ancestry

Vampires are capable of living twice the normal lifespan of a human.

#### Draining Touch

Vampires are able to completely drain a target of mana. Physical contact must be maintained and they only drain 5% of the target per turn like this. However Vampires do not gain anything from this other than weakening their opponent.
Everglow SMP Wiki

**Welcome to the Everglow SMP Wiki!**
Everglow SMP is a culmination of many talented streamers/content creators with the passion to do lore.

We're a collaborative community website about Everglow SMP that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Brood Mother

12.5 damage physical per level 12.5 damage poison per level 5 poison damage per level per turn 1 turn cooldown

##### Egg Hatch

The brood mother hatches eggs within its body causing the spiders to hop out of it attacking nearby targets.

Spawns 1-5 spiders 2 turn cooldown

##### Acidic Web

The brood mother fires its web at the target.

10 acidic damage per level binds target for 4 turns does 5 acidic damage per level per turn 5 turn cooldown

##### Detachment

The brood mother detaches itself from its nest removing its ability to use egg hatch but allows it to move.

### **Core Usage**

These are the effects their core will have when applied to various items.

##### Melee Weapons

Grants +50 to physical attacks and +15 poison damage.

##### Armor/Shield

Grants nigh-unmatchable climbing capabilities and a +200 to durability

##### Staffs/Wands

You fire baby spiders instead of normal projectiles. The damage is split amongst 5 baby spiders.

##### Bows

You fire baby spiders instead of normal projectiles. The damage is split amongst 5 baby spiders.
Living Tree

### The Trees Speak Vietnamese

70 Damage per level. The tree reaches down into the ground with its roots to grab an enemy with the roots of another nearby tree and slam them around. 2 turn cooldown.

### Born on a Monday

Regains 25 HP per level for four turns. 3 turn cooldown.

### Timber

170 earth damage per level. The tree uproots itself to slam into enemies in an AoE. 5 turn cooldown.
Werewolves

Werewolves are the combination of beasts and humans.

(Note: Werewolves have no control over their Ki. It is constantly flowing out of them protecting them and strengthening them constantly)

The werewolves used to be used by the humans to fight in their wars. This caused them to try to rise up against the humans in a revolt. However because of the immense number of humans in comparison to the werewolves they lost. Before the humans could completely wipe them out they hid. They now hide amongst humans living with them in harmony. Their power and abilities long forgotten.

## Abilities

Werewolves are born with the ability to use ki. They have near limitless amounts of Ki and are almost always some form of warrior.

#### Steadfast

Grants the Werewolves the ability to avoid being knocked out once a day. AKA instead of passing out at half health they have their entire health pool but will die if they hit 0.

#### Unnatural Regeneration

Grants the Werewolves increased regeneration. Instead of having to wait 6 hours to recover from heavy wounds it will instead take 2 hours. This does have a passive regen in combat as well of 1% of the Werewolves HP restored every round.

#### Wolf Senses

Werewolves with this perk have a heightened sense of smell. Letting them know if something is different about a person. Like if they aren’t human or if they are sick. However they can't exactly tell what race they are or what kind of sickness it's more of a minor hint.

## Transformation

In order to transform into their wolf form, they must run out of Ki completely, Then the form will be forced upon them. This is only for the first time. However it is not a matter of losing control or anything like that, They just transform. They will slowly gain mastery over their transformations overtime.
Royal Eel

80 Physical damage per level, causes the target to bleed 20 damage per level for three turns. 4 turn cooldown.

##### Tail Smack

The Eel slams its tail into the target.

40 damage per level. 1/4 chance to stun. 1 turn cooldown.

##### To the depths

The Eel grabs the target dragging them deep under water attempting to drown them.

80 Damage per level. Grapples the target and attempts to drown them. 4 turn cooldown.

##### Savage Claws

The Eel rapidly slashes its claws into the opponent extending its reach with water manipulation.

100 physical damage per level 70 water elemental damage per level. 5 turn cooldown.
Flamipede

These massive bugs scurry quickly along the ground and around parties they've claimed as victims, fire and magma dripping from their bodies to surround and cut off their prey from escape.

## Flamipede

### Possible Drops

Flamipede Plate, Astral Silver Ore, Quartz Ore

## **Abilities**

### Magma armor

Passive. Weapons take 10 extra durability damage per level when they strike the beast

### Molten spit

40 Magma damage per level 1 turn cooldown

### Volcanic Bite

80 Physical per level 80 Magma per level 3 turn cooldown
Vine Wolf

10 physical damage per level 2 turn cooldown

##### Mossy pounce

The wolf pounces onto their target aiming to pin them to the ground using its vines.

20 physical damage per level 3 turn cooldown

##### Thorns

The wolf fires thorns from its body at its target.

5 dmg per level Physical 1 turn cooldown

##### Thorns (Passive)

The wolf is covered in thorns naturally so any time it takes damage from a melee attack it will also hurt the attacker

10 dmg per level

### **Core Usage**

These are the effects their core will have when applied to various items.

##### Armor/Shield

Any natural material in the armor or shield seems to be growing back slowly. (Regenerates 10 durability every 1 IRP day)

##### Staffs/Wands

Causes the staff to become more in tune with nature magic and reduces the cost of said spells. (Decreases nature spell cost by 10)

##### Bows

The wood of the bow seems to be growing at an extremely slow pace. (Regenerates 10 durability every IRP day)
Government Building

The Government Building is an absolute requirement prior to use of any tier 2 and above productions.  All electricity, workers, management, morale, and other support go through this building before being distributed to areas of need. It is responsible for converting entertainment, safety, and community into a usable form of support.

The Government Building does not require electricity, morale, or workers to operate, but is the method in which it is assigned.

*Helpful tip: set all the outputs to distribute when managing this building. This is how your electricity, labor, and other resources get allocated. Don't expect immediate results, everything is based on cycles. For example, solar power produces 1 per cycle. If the solar power panel is set to distribute as well, it passes the power along to the government building, and it takes another cycle for the government building to pass it along to production lines that need it.*

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Carnivore Crab

5 dmg 5 poison dmg per level. Poison does 2.5 dmg per level per turn 1 turn cooldown

##### Poison spit

The crab spits a spray of poison at the target.

0 damage unless target is injured then 10 damage per level poison does 2.5 dmg per level per turn 1 turn cooldown

##### Crab Rush

The crab bites and slashes the target multiple times.

20 physical piercing dmg per level 3 turn cooldown

### **Core Usage**

These are the effects their core will have when applied to various items.

##### Melee Weapons

Adds a poison tip to blades, dealing 10 damage automatically for the next two turns.

##### Armor/Shield

If attacked by a poisoned weapon, reduce poison damage by 50

##### Bows

When applied to a bow adds a poison tip to arrows, dealing 10 damage automatically for the next two turns
Armored Pterax

Not much is known on how this creature acts beyond finding deboned corpses with several deep gashes.

## **Abilities**

The various abilities the Armored Pterax is capable of using in combat.

### Roadrunning Rampage

150 Damage per level. Hits 2-6 times. 2 Turn Cooldown

### Sharpened Tail Swipe

45 Damage per level. Bleed for 20 damage per level for 3 turns. 3 turn cooldown.
Familiars

**What is a Familiar?**

A familiar is a beast that has been tamed and brought under the control of a player

**Catching a Familiar.**

To tame a familiar one must either use magic to subdue and control the beast or trap the beast and build a relationship with it.

Only NORMAL tier beasts can be tamed. Anything higher than that is not tameable

If the beast is on the same rank as you it is impossible to tame.

If the beast is one rank below you and lower level there is a 50/50 chance of taming the beast.

**Evolution.**

Familiars can evolve when fed enough cores however you must still be at the power requirement to evolve them or else you will lose control over them. Familiars are out of commission for half an irp day after evolution in order to recover from the process. You are able to decide not to evolve your familiar if you so choose.

Basic to evolve to intermediate must consume 10 basic beast cores.

Intermediate to evolve to advanced must consume 10 intermediate beast cores or 100 basic beast cores or 1 advanced beast core.

Advanced to evolve to super must consume 10 advanced beast cores or 100 intermediate beast cores or 1 super beast core.

Each core of the same tier increases the beasts level by 1. If it is the tier above the beast will instantly be able to evolve and gain 10 levels. If it is the tier below they will need 10 cores per level.

What abilities and the appearance of the familiar is based on the cores fed to them to cause the evolution. This could have undesirable results so be careful what you feed them.

**Familiar Limits.**

Currently each player may have only one familiar unless they have an item or a title/feat that says otherwise.

Familiars must be one rank under the player or they will lose control of them.
Tailoring

**The basics to Tailoring**

In order to make the materials useful for tailoring you must process it. Materials like wool and cotton you will spin to make a cloth like material out of it. However materials like hide and pelts you will tan them, essentially removing excess meat and drying it out.

Depending on how good you are at tailoring determines how good you are at making usable cloths and hides/pelts out of the components you have!

This chart shows the different scaling on how processing works

Below your level = 100% chance of refining one component into two spun/tanned material

Below your level = 100% chance of refining one component into two spun/tanned material

Equal to your level = 3 in 4 chance of refining one component into two spun/tanned material

1 level above you = 1in 2 chance of refining one component into two spun/tanned material

2 levels above you = 1 in 4 chance of refining one component into two spun/tanned material

3 levels above you = 1 in 40 chance of refining one component into two spun/tanned material

4 or more levels above you = 0% chance of refining one component into spun/tanned material

Magical fabrics work differently than normal fabrics

Below your level = 100% chance of refining two component into two spun/tanned material

Below your level = 100% chance of refining two component into two spun/tanned material

Equal to your level = 1 in 2 chance of refining two components into two spun/tanned material

1 level above you = 1 in 4 chance of refining two components into two spun/tanned material

2 levels above you = 1 in 10 chance of refining two components into two spun/tanned material

3 levels above you = 0% chance components it is not spun/tanned material
Nature Golem

##### Vine Snag

The golem's vines sprout out of the ground under the target in order to ensnare them.

Wraps the target in vines holding them in place for 2 turns 2 turn cooldown

##### Nature regenerate

The golem uses nearby plants to regenerate and heal itself.

Heals 25 health per level 3 turn cooldown

##### Tree smack

The golem uses its tree arm to slam into

25 physical dmg per level 1 turn cooldown

##### Nature tackle

The golem uses all plants around it and on it in a rush of attacks.

50 physical dmg per level 3 turn cooldown

### **Core Usage**

These are the effects their core will have when applied to various items.

##### Armor/Shield

Grants a slow but steady health recover of 75 per round.

##### Bows

You can choose to fire off large thorns instead of arrows. Each thorn costs 150 Ki/Mana to manifest.
Magic

**What is Mana?**

Mana is natural energy floating in the world. Some people are able to have internal reserves of mana. Those are Mages.

**What is Magical Affinity?**

Magical Affinity is the kind of magic a mage is able to cast easiest. They are able to cast other types but it takes years of work and effort to do so.

Spell cost reductions based on natural affinity are 5% of the spell cost per level above the spell up to 50%. Racial affinity is 2.5% of the spell cost per level above up to 25%. Both natural and racial affinity will do 7.5% of the spell cost per level above the spell up to 75%. All spell costs are told before reductions. You master natural affinity at a rate of 2% per cast. Racial at 1.5% per cast and if both at 3% per cast. If none it is 1% per cast

**How do I know what affinity I have?**

In order to figure out what affinity you have you must try out each one. It is best if you find a master mage as they can tell you what affinity you have.

**What are the risks of using too much mana?**

Mana Sickness is a result of using too much mana. In early stages it makes you feel weak and dizzy. If you keep trying to cast spells while showing signs of the earlier stages you will start having internal damage. If you push yourself too far you will die.

**Casting Spells**
In order to use magic you must say an incantation. These incantations vary in length the longer it is the stronger the spell effect is. Incantations can be shortened however to use the spell faster at the cost of damage.

Incantations take up to 3 rounds max.

Max boost 3x damage 2x cost

Basic incantation 1 round spell name 1x damage 1x cost

2nd level incantation 2 rounds 1 verse and spell name 2x damage 1.5x cost

3rd level incantation 3 rounds 2 verses and spell name 3x damage 2x cost
Oats

Oats are a cereal grain that is harvested with a combine harvester using a grain header.  The harvesting of oats also produces straw as a by-product. The combine harvester can be set to either chop up this straw and spread it over the field, or leave it in a swath along the path as it harvests. Swaths of straw can be picked up with a baler, loading wagon, or forage harvester.  Oats can be sold directly to the Farmers' Market or made into flour at any of the grain mills. The by-product of straw can also be sold, used in the creation of animal feed, or used as animal bedding. Alternatively, oats can be made into chaff using a forage harvester with the correct header for use in silage or compost.

Oats are planted in the months of March and April. Harvest is done in July and August.

Production lines include being turned into oat flour at a PV grain mill, making oat bread as a result at either the extended bakery or small oven. The Cereal Factory extended will require oats for creating Honey Nut Cheerios. Oats are important in feeding horses.

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Soybean

Soybean is a type of legume whose seed is harvested by a combine harvester using a grain header. It does not produce straw. Soybeans can be sold directly or can be fed pigs as food. It can also be made into chaff using a forage harvester with the correct header.

Soybean planting season is in April and May while harvesting is done in October and November.

As of this writing, no production lines use soybean.

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Kiako X

Background

Not much is known about Kiako's origins, though it is said that he used to be a rather skilled pilot. He is a scientist, particularly excelling in alchemy. He often ventured with his companion "Paradoxylous", a robot given sentience with the aid of Kiako.

The Brink

When Kiako and Paradoxylous first arrived, they began a days long expedition to "The ends of the world". The goal was to find solitude and security while they analyzed the world below. When the duo found their destination, they created a floating structure over looking the ocean. This was built at the exact world border and served as the duo's main base of operations before the expansion. When the structure was completed Paradoxylous dubbed it "The Brink". This is also where the duo would create their settlement name "Petrichor".

As time went on, and the bounds of the world expanded, The Brink would serve as the team's Secondary base of operations while they explored the new bounds of the world. In a later agreement, The Brink was dubbed a historical landmark due to its location and founding.

The Citadel

When the world expanded, Kiako and Paradoxylous debated the possibility of finding the stronghold. Paradoxylous insisted they attempt to locate it, and thus they're second expedition unfolded. While not far from The Brink, the duo encountered the broken stronghold, unexplored yet unkept. Despite this, they claimed the stronghold as their own and it quickly became the primary base of operations. This time, Kiako came up with it's name. Representing the fortifications and the advantages (or "High Grounds") the team had acquired.
Decade

DecadeDeveloper was brought to the lands of Everglow and was previously a ruler in his old village. Decade has been investigating the portal and is trying to find a way to fix it so he can go back home.

Decade has also made an enemy of Miloah and Beri. Miloah took one of Decade’s canon lives so Decade proceeded to take one of Bero’s life to try and prove a point to Miloah.
Minor Earth Golem

The various abilities the golem is capable of using in combat.

20 dmg per level Physical 3 turn cooldown

10 dmg per level Physical 1 turn cooldown

### Rock Throw

The golem throws a rock from the ground or a small chunk of its body at its opponent.

5 dmg per level Physical 1 turn cooldown

### Golem Regenerate

The golem gathers earth from the ground around it repairing itself.

Restores 5 hp per level using the earth around it 4 turn cooldown

## **Core Usage**

These are the effects their core will have when applied to various items.

### Melee Weapons

Increases striking strength of all weapons by 10

### Armor/Shield

Increase Defense by 30 and will repair armor applied to over a very long period of time

### Staffs/Wands

Slight decrease in Mana cost for low tier earth Spells (-10)

Sometimes jokingly referred to as a Kronklem
Sugar Mill Extended

The Sugar Mill Extended will process sugarcane or sugar beets into pallets of sugar using electricity and labor and is useful in a lot of production lines. Additionally, Sugar Beet cuts can be made into molasses and yeast when combined with the use of electricity and labor to make ingredients useful in yet other production lines.

Sugar is used in:

* Bakery Extended in the baking of cakes
* Cereal Factory extended in making all cereal brands
* Dairy Extended in making chocolate
* Whiskey Factory in making whiskey
* Pepsi Factory in making all flavors
* Winery in making wine
* Peanut Factory in making peanut butter

Yeast is used in:

* Bakery extended for each type of bread
* Winery in making wine
* Brewery Factory in making each of the beer flavors

The Sugar Mill Extended can hold 360,000 in the inputs for sugarcane, sugar beets, and sugar beet cuts.

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Giant Toad

20 dmg per level Physical 3 turn cooldown

10 dmg per level Physical 1 turn cooldown

10 more defense per level 4 turn cooldown

##### Melee Weapons

Adding a giant frog core to a melee weapon is a bad idea. Unless its a whip in which case it increases it range.

##### Armor/Shield

Adding a Toad core to a piece of armor or shield will cause some blows to simply bounce off of you if they come from blunt objects, but gives you weakness to lighting magic

##### Staffs/Wands

Water Magic has a minor boost to damage (+25)

##### Bows

Adding a toad core to a bow will increase its elasticity by a great amount, making it deal +20 damage
Carpentry

**The basics to Woodworking**

Post obtaining logs you will be able to process them into planks. One logs = two planks after processing. To do this type out your character processing the logs into planks. You will need a woodworking kit to do this. To do this it will take about 30 minutes to do per log.

Depending on how good you are at carpentry determines how good you are at making usable planks out of the logs you have!

This chart shows the different scaling on how processing works

Below your level = 100% chance of refining one log into two planks

Equal to your level = 75% chance of refining one log into two planks

1 level above you = 50% chance of refining one log into two planks

2 levels above you = 25% chance of refining one log into two planks

3 levels above you = 2.5% chance of refining one log into two planks

4 or more levels above you = 0% chance meaning it is not possible

Magical woods work differently than normal woods

Below your level = 100% chance of refining two logs into two planks

Equal to your level = 50% chance of refining two logs into two planks

1 level above you = 25% chance of refining two logs into two planks

2 levels above you = 10% chance of refining two logs into two planks

3 levels above you = 0% chance meaning it is not possible
Mystic Tiger

This beast got it's name for the multicolored pelt that it sports, often hunted by over confident adventurers these beasts gorge themselves on their remains and viciously attack any who draw near.

## Mystic Tiger

### Possible Drops

Tiger Pelt, Tiger Tooth, Bladed Tail, Tiger Claw

## **Abilities**

The various abilities the Tiger is capable of using in combat.

### Spiritual Rend

42 Damage per level. Ignores 15% Durability. 2 turn cooldown.

### Miracle Roar

10 Sound damage per level. Stuns everything within 100 feet for 2 turns. 1/4 chance to hypnotize for another 2. 5 turn cooldown

### Shift

Teleports within melee range to a random enemy. 2 turn Cooldown

### Mystical Rage

70 physical per level, 40 affinity per level, 40 affinity per level, 40 affinity per level. Each affinity is rolled for what the element is upon doing damage 6 turn cooldown

### Gouge

40 physical dmg per level 1 turn cooldown
Depth Strider

##### Scalding Spew

The depth strider fires a spew of boiling water at the target. This even works under water.

10 Physical, 2.5 water, 2.5 fire damage per level. Two turn Cooldown.

##### Horrendous Bite

The depth stride bites down into its prey with its many razor sharp teeth making short work of armors.

20 physical damage per level and lowers physical defense by 10 per level. Three turn cooldown

##### Tail Smack

The depth strider spins in place smacking the target with their spine covered tail.

17.5 physical damage per level. Two turn cooldown

##### Fang Crasher

The depth strider bites multiple times into their target leaving behind sets of teeth each time it does. It immediately grows these teeth back however.

50 physical damage per level. Five turn cooldown.

### **Core Usage**

These are the effects their core will have when applied to various items.

##### Melee Weapons

Increases the durability of the metal used in the weapon and slightly sharpness of bladed weapons. +50 boost +100 dura

##### Armor/Shield

Increases the durability of armor/shield with a thin layer of scales appearing and allows the user to swim easier. (200 increase in armor durability and allows for easy movement under water)

##### Bows

Sharpens the arrows that the bow fires and allows them to move faster under water. +50 arrow dmg
Kobold

10 physical damage per level 2 turn cooldown

##### Bash

The kobold bashes the opponent with a random weapon it has or rock if it has not weapon.

5 physical damage per level 1 turn cooldown

##### Kobold Rush

The kobold unleashes a string of attacks using its claws mouth and any weapon it may have.

20 physical damage per level 3 turn cooldown

##### Primal Cry

The kobold cries out to the rest of its pack (I only works if there are 3 or less kobolds in the encounter and only works once per encounter)

This causes another spawn command to be prompted immediately.
Snow Ram

##### Avalanche

The snow ram charges at the target attempting to trample them. If enough rams do this at once it has been known to cause avalanches if on a snowy mountain.

50 physical damage per level. 5 turn cooldown.

##### Headbutt

The snow ram lowers its head before swinging it upward in an attempt to launch their target.

12.5 physical damage per level. 1 turn cooldown.

##### Gore

The snow ram flails its head around using its horns to stab their target.

25 damage per level. Bleeds for 2.5 damage per level for 3 turns. 2 turn cooldown

##### Herd Leader (Elite or above only)

The snow ram appears with 2 extra rams.

Passive only happens at the start of an encounter. If the players are already in combat and it appears it will appear alone.

### **Core Usage**

These are the effects their core will have when applied to various items.

##### Melee Weapons

When a melee weapon is made from a Snow Ram it will see a slight increase to its sharpness. (Increases bladed weapon damage by 50)

##### Armor/Shield

When infused into a piece of armor or a shield the cores seem to protect against cold environments and the males seem to also increase the durability of it as well. (40 reduction to cold damage, 100 Increase to durability from male.)

##### Staffs/Wands

Oddly enough Snow Ram cores seem to provide very little benefit to staves though they do slightly reduce the cost of low tier ice spells. (Reduced cost of low tier ice spells by 10)

##### Bows

When a bow is infused it seems to chill the arrows (25 damage dealt as cold through ki/mana).
Frost Wolf

5 physical dmg 5 ice dmg per level 1 turn cooldown

##### Mangle

The wolf bites into the target and begins to thrash violently ripping apart the area they have bit into.

10 physical dmg 10 ice dmg per level 3 turn cooldown

##### Frost Armor

The wolf grows ice on its body healing itself.

Restores 5 hp per level magical ice buff 4 turn cool down