recursal/Fanatic-Fandom huggingface dataset:
TETH

> *"These Abnormalities can inflict varying degrees of injury to your employees. However, as long as your employees follow the proper managerial guidelines, they will not cause much damage."*
> - Manual
>
>

**TETH** Abnormalities are more dangerous than most  ZAYIN Abnormalities, but still more manageable than  HE Abnormalities. In this category and onward, the Abnormalities will start to deal threatening damage if lacking the proper defenses (Which can kill or make the employees panic). Some of them will trigger their abilities when getting  Bad Results too many times, reducing their  Qliphoth Counter, while others will only trigger their abilities when the player makes a mistake.

If there are any Abnormalities of this class breaching at the end of the day and all the energy has been collected, they will apply a LOB Point penalty of -1 for each  TETH Abnormality breaching, and stacks with other Risk Levels. A warning message will appear below the button to end the day with the total penalty amount.

 **TETH** **Abnormality List:**

## Trivia

* Only 7 (Probably 8) Abnormalities of this category are able to escape: Scorched Girl, Forsaken Murderer, Fragment of the Universe, Meat Lantern, Void Dream, Punishing Bird and Ppodae. 1.76 MHz could also be considered a breaching Abnormality but the methods to suppress it are unorthodox, being the restoration of their  Qliphoth Counter through works.
* TETH is based from the Hebrew alphabet, the 9th letter, Tet (ט). Represents both good and evil.
X (Legacy)

**Manager X-394**, who is controlled by the **player**, is the central protagonist throughout the course of Lobotomy Corporation. X sits in absolute safety, away from the events of the facility, while remotely monitoring the facility and giving out commands digitally and physically to both components and employees of the facility with the help of Angela. X is ultimately responsible for the fate and overall management of said facility, and the player will receive a game over if X fails to maintain control over the facilities and its subjects.

## Trivia

* Manager X's designation number (394) could be a reference to protagonist D-9341 from SCP Containment Breach, a game also focusing on an organization that contains various monsters and suffers from frequent escapes by said monsters.
Safety Team (Legacy)

**Notice About the Article "Safety Team (Legacy)":**
 Are you looking for the new version of this page: Security Team

 "Safety Team (Legacy)" is using information from the Legacy version of the game (v0.0.2.2b). The information here is from an older version of the game before the most recent gameplay changes.

## Safety Team (Legacy)

### Function

"You can check the status of each departmental employee at once."

### Researches

Physical Training
Shield Upgrade
Shield Supply

> *"This department is responsible of educating safety procedures, predicting and planning counter method against possible emergency situations. It maps out a plan for incidents like an Abnormality's frenzy, seizure, escape and an employee's panic. It also set various safety rules. This department is mostly consisted of rather fastidious individuals. Being tardy is their worst enemies."*
> - Description
>
>

The **Safety Team Department** is the third department that the player will unlock on day 11 and also getting a checkpoint. This department is to the left side of the Information Team Department, and comes with 4 containment units, 6 in Challenge Mode; 1 main room, 2 elevators and hallways, and 3 small rooms.

Employees will wear different outfits depending on their job. Agents will wear black suits with light green lines, green ties and pants, and the light green logo on their shoulder. Clerks will wear light green suits with green ties. The team's main color is green.

## Researches

**Physical Training** (5 Stages - Cost: 6/8/12/12/16 LOB Points)

"Employee physical training is going on. As the research progresses, employees' physical damage defenses increase."

**Shield Upgrade** (4 Stages - Cost: 6/8/12/16 LOB Points)

"Proceed with research on shield. Level(1/2/3/4) can be equipped to employees. The performance of shield is improved. Increases the shield's maximum hp, defense, and stun defense. The movement speed of the shield is faster than before."

**Shield Supply** (4 Stages - Cost: 6/12/18/24 LOB Points)

"Employees receive a shield. The amount of shield increases. Quantity of shield at next level: 2/4/7/17(+3)"

## Trivia

* The Safety Team's Main Room looks more like a nursery of some sorts, because the 'white crosses' in the background, usually related to healing.
	+ In any case, all the main department rooms can heal their employees by having them on standby in the room.

## Gallery

Agent's uniform of Safety TeamClerk's uniform of Safety Team
Panic Level (Legacy)

**Notice About the Article "Panic Level (Legacy)":**
 Are you looking for the new version of this page: Emergency Level

 "Panic Level (Legacy)" is using information from the Legacy version of the game (v0.0.2.2b). The information here is from an older version of the game before the most recent gameplay changes.

> *"Nothing There Abnormality has just escaped. What were you doing?"*
> - Angela
>
>

**Panic Level** or **Panic Event** occurs when an Abnormality escapes from their containment unit or when an employee falls under a possession. Both cases involve physical or psychological damage, or simply death. Normal clerks will end panicking after seeing an Abnormality which have a Fear Level higher than 0. When a Panic Level starts, the screen will begin to flash red and Angela will give a message to the player about the breach and which Abnormality escaped.

There are 3 Panic Levels, which can be recognized by the background music. Panic Levels increase when more Abnormalities are escaping or when more employees are under possessions. Example:

1 Abnormality breaching = Panic Level 1.

2 or more Abnormalities breaching = Panic Level 2.

3 or more Abnormalities breaching + most agents dead = Panic Level 3

The music may not play according to the Panic Level in the same moment it starts.

All breaching Abnormalities and possessed employees are aggressive to each other and will attack once they are in the same room, except for Abnormalities which can't attack or target other Abnormalities. Example: Big Bird can only attack employees under its mark. Rudol-ta of Sled isn't able to deal physical damage or attack, but can still be the target of attacks of other Abnormalities. Bewitched employees by Singing Machine will focus in other employees instead Abnormalities.

To end a Panic Level, the agents must successfully subdue all the breaching Abnormalities and possessed employees. Panic Levels can't be started by panicked employees under panic response: Murder or Shutdown, but there's a chance that a Panic Level will start once one or more employees dies under panic.

## Trivia

* At the moment, WhiteNight is the only Abnormality which can cause an instant Panic Level 3.

## Gallery

Facility under 'Rapture' of White Night. Abnormalities and Apostles are fighting in the sceneAnother Panic Level 2 - 3Battle of centuries
Theresia

* Ingame
* Crop

**This Abnormality is Capable of Employee Alteration**

**This Abnormality can Benefit the Facility**

> *" 'Do you remember this melody? The professor used to play this song when the students were sleepy. Happy birthday.' "*
> - Abnormality Log
>
>

**Theresia (T-09-09)** is a  TETH Tool Abnormality in the form of an ornate, yet rusty music box. There's a wind-up key on its side and a ballerina performing an arabesque pose on its top. While in use a cacophonous music box tune can be heard.

## Information

### **Ability:**

Theresia's ability triggers when an employee uses it. During use, a tune plays and over time, employees of the same department as the Abnormality will start to recover 10  SP every 5 seconds. Using it for more then 30 seconds, the employee using it will enter into Panic and get out of the containment. If the employee using it isn't of the same department where Theresia is located, the user will not recover  SP.

The player can stop the work at any moment and the time of panic will reset.

### **Basic Information:**

Theresia's basic information takes 30 seconds of using to unlock, the information gained is:

* Name of the Abnormality
* Subject classification
* Risk Level ( TETH)
* Portrait
* Type of Abnormality (Continuous)

## Origin

The details of her origin are mostly unknown, but can be deduced from the sentence carved on the music box that it was a gift for someone for their birthday, probably taken from a professor.

## Trivia

* Theresia was originally on the official website of the game, with a different concept. Her previous subject number was "T-02-09-W (T)", with the (T) probably meaning Tool. Formerly named Teresia, it had a humanoid appearance, in the form of a skinny 'ballerina' dancer of white skin, black eyes, pointy long legs, wearing a flower-like skirt with a blue flower on it and some sort of pink helmet with a pair of small wings in the sides. It also include the next log:

“There was an experiment on the effects that the said *Abnormality’s* had on people. We tested it among [*Redacted*] employees. We were trying to find out what they were thinking: the common words, common images, common feelings they had while they were listening to the music. It was a surprise to find that an image of a long-haired girl, a garden filled with flowers, ‘siblings’, and ‘nostalgia’ were all common themes. Oh, and also ‘frightening’. That’s all we found out. There was no set conclusion from this experiment.”

* It‘s possible that being classified as ‘**T**rauma‘, maybe is because of the unseen events that the music box actually drove the students insane and then later was given as a gift to someone. It could also represent Dementophobia (the fear of insanity).

## Gallery

Theresia's containmentTheresia on useTheresia Details unlockedTheresia's original concept
Risk Level

**Risk Levels** are the categorization of power, danger level and/or threat to the facility, employees and player that an entity (Abnormalities, Ordeals and minions) or Equipment has.

In **Abnormalities**, the Risk Level determine how dangerous they are, from being harmless and beneficial, to an immense threat to the facility and employees. The Risk Levels can also determine how much energy they produce, the quality of their equipment, the conditions of work, the amount of damage they deal, the possibility of triggering their abilities and their difficulty when managing them. They inflict Fear Damage to employees who meet them, influenced by the Risk Level. If their Risk Level is higher than the Level of the employee, they will receive more damage. Their Risk Level is displayed on the top left of their containment unit, in their Encyclopedia and when breaching.

In E.G.O. **Equipment**, the Risk Level or Grade determine how powerful they are, with more abilities or synergies with their own or other sets. However, the more powerful they are, they will have more requirements to meet before an Agent is able to equip it. During combat, the damage is influenced by the Risk Level of the attacker and target. Depending of the difference, the damage might be higher or lower before the defenses apply. The Risk Level/Grade is displayed in the Encyclopedia of the respective Abnormality and when checking the E.G.O. Equipment in the Deployment Phase.

When an Abnormality is breaching when all energy has been collected for the day, they will apply a LOB Point penalty that will decrease the LOB Points got at the end of the day, and depending of their Risk Level, that amount will be higher or lower. The penalty applies for each different Abnormality breaching, able to stack with each other (Minions and Ordeals don't apply penalties).

The penalty for each Risk Level are:  **TETH**: -1,  **HE**: -3,  **WAW**: -5,  **ALEPH**: All LOB Points.

## Trivia

* The Risk Level names are based from words of the Hebrew Alphabet.
	+ **ZAYIN** is based from the 7th letter of the same name (ז). Represents 'returning light.'
	+ **TETH** is based from the 9th letter, Tet (ט). Represents both good and evil.
	+ **HE** is based from the 5th letter, Hey (ה). Represents divine breath, revelation and light.
	+ **WAW** is based from the 6th letter, Vav (ו). Represents a 'hook' that connects with God and binds together earth and heaven.
	+ **ALEPH** is based from the 1st letter, Alef (א). Represents 'master' or 'Lord.'
Hiring (Legacy)

**Hiring** is the method that the player can get new agents by spending LOB Points, hiring employees is only available in the Deployment Phase.

The player can choose between 2 hiring options: Hiring 1 random employee for 4 LOB Points, which starts always at level 1 and with basic traits, or do a **Special Hiring** by hiring a custom or special employee by spending 10 or more LOB Points.

When doing a **Special Hiring**, a menu will show up, where the player can customize their own agent, by choosing the name, gender, the Life Style, 3 type of works, their starting Level, and including also hair and face appearance. The starting price of hiring an agent of Level 1 cost 10 LOB Points, and will cost 2 additional LOB Points for each extra level, up to Level 5 (18 LOB Points in total at Level 5).

The player can't choose any of the traits that the employee will receive, but if their level is higher, the employee will have higher chances to receive better traits. The player can't choose any extra accessories that the employee will receive.

All the employees hired by any method can be assigned to any department as usual. Special Hiring is more useful when looking for specific features of the agents when trying to take care of abnormalities.
Missions

> *"Now, I'll give your first mission! Since it's the first day, it will be an easy one."*
> -  Malkuth
>
>

**Missions** are unique tasks handed to the player by the Sephirah to complete during the Management Phase. This could be anything, from just completing works, to suppressing Abnormalities a certain number of times. Missions are given by the Sephirah of each Department, during the Story Phase and help to progress in storyline of the respective characters. They give their first mission to the player once their Department is expanded to Level 2 ( Malkuth is the only exception to this rule, as she gives the first mission on the first day) and will give the next missions once the player is done with the previous ones and has expanded their respective Departments. Missions don't have time limits and can only be completed when the Department of the respective mission it belongs to is unlocked.

When a mission from a Department is completed, the player can pick a Research from the respective Department to unlock, like  HP and  SP gauge bars or displaying the damage dealt. In Legacy, research was unlocked by using LOB Points.
Amy Crosby

Es una de las tres niñas de 8° grado que escribió el guión del episodio **Buster y Babsy van a Hawaii**.

## Historia

Ella y sus amigas fueron mencionadas por primera vez por **Steven Spielberg** cuando **Buster** se quejó de que los conejos no aparecían en el programa y les dio el guión llamado "Buster y Babsy van a Hawaii".Al principio,a ambos les encantó la idea.Sin embargo,cuando **Babsy** leyó que iban a ir en avión,Buster no le gustó la idea.Antes de comenzar a filmar el episodio,el conejo azul decidió hablar con las guionistas sobre la escena del avión.Como se negaron a cambiarlo,Buster no tuvo más remedio que aceptarlo.
Sephirah

This article is a work in progress. If you have anything constructive to add, please do so, and if you're not sure about the information, just bring it up in the comments.

> *"If I’m the cerebrum, they are the cerebellums."*
> - Angela
>
>

**Sefirot**  (세피라, *Sepira*) are various high level employees who handle and manage each of the departments of the facility, with the exception of Angela, who manages each of the Sephirah and the entire facility overall. Each of the Sefirot have unique designs, quirks and personality; their colors correspond to the department that they manage, i.e. Gebura's main colors being black and red / Yesod's being a mix of various purples.

They play important roles in the Story Phase, and bring various decisions to the Manager's attention. Each Sephirah will appear when their respective department is opened for the first time. Individually, they each handle missions for their department and unlock research after the missions are completed.

## Trivia

* The word Sephirah(Singular) and Sefirot/Sephiroth(Plural) come from the Jewish Kabbalah.
* The arrangement of the Sefirot and their departments take the form of an inverted version of the Kabbalistic Tree of Life (Tree of Death), with Malkuth (Control Team) at the very top rather than the very bottom, and Kether (Architecture Team) at the very bottom rather than the very top. By the end of the game(day 50), the whole facility is rotated upside down and taking its form as the Tree of Life.
* The Sefirah of Da'at is special in that in represents the unification of all 10 Sefirot, to the point where a few depictions of the tree of life would omit Daat; not unlike how Carmen's Chamber (which coincides with the sefirot's location) is hidden until the very last day.
* All of the colors the Sephirot and their departments are designed after the *Queen Scale* set of colors of the Sephiroth established by the Liber 777, a document belonging to the *777 and Other Qabalistic Writings of Aleister Crowley* written by the aforementioned Aleister Crowley of the Hermetic Order of the Golden Dawn.
Luminous Bracelet

* Ingame
* Crop

**This Abnormality is Capable of Instadeath**

**This Abnormality is Capable of Employee Alteration**

**This Abnormality can Benefit the Facility**

> *"This bracelet shall not forgive those who hold greed in their hearts, thus it must only be worn by those in true need."*
> - Abnormality Log
>
>

**Luminous Bracelet (O-09-95)** is a  TETH Tool Abnormality in the form of a black bracelet with a hexagonal blue-green gem that emits a light of the same color around it. It is contained in a tank, floating in the middle when not in use.

## Ability

Luminous Bracelet is an **equippable** Tool Abnormality. When equipped by an agent, they will be **healed**, have their stats will be **altered**, and **potentially be killed instantly** if the tool is misused.

### Employee Alteration/Beneficial Ability

The equipped employee's  HP/ Fortitude is increased by 15 as long as the tool is equipped, and recovers 2.4 points of  HP after 3 seconds. After that, the Luminous Bracelet will no longer heal.

### Instadeath

There are two ways the abnormality can instantly kill an agent.

#### Overheal

15 seconds after equipping the bracelet, a 60-second-long timer will start. The timer stops and resets every time the agent's  HP falls lower then their  Max HP. However, if the agent's  HP is full for the 60 second duration, the employee will be killed instantly, with lumps of overgrown cells emerging from their mouth, eyes, ears and arms. After the employee's death, the tool will be returned to its containment.

#### Punishment for "Greed"

The agent dies in the same way as above if they return the Abnormality without having full  HP. Ending the day can also kill the agent if their  HP isn't full.

## Basic Information

Luminous Bracelet's basic information takes 30 Seconds of use to unlock; the information gained is:

* Name of the Abnormality
* Subject Classification
* Risk Level ( TETH)
* Portrait
* Type of Abnormality (Mounting Type)

## Origin

The details of its origin are unknown, aside from the fact it comes from the Outskirts.

## Trivia

* This and the The Heart of Aspiration are the only Mounting Type Tools to increase  Fortitude.
* Contrary to what the Methods say, the Luminous Bracelet does not  heal the employee when their  HP drops but instead  heals a small amount when equipped.

## Gallery

Luminous Bracelet's ContainmentLuminous Bracelet on useAn employee equipped with the AbnormalityAn agent killed by the AbnormalityLuminous Bracelet Details unlocked
Codex

The **Codex**, also known as **The Abnormality Encyclopedia**, is a mechanic that allows players to view their collection of Abnormality Details. It can be accessed on the main menu via the lower right corner (before story completion) or top right corner (after story completion). The Codex starts out with no Abnormalities within and 0% Abnormality Dissolution but will grow as the player fully researches Abnormalities.

### Abnormality Dissolution

The **Abnormality Dissolution** is the percentage of fully researched abnormalities within the codex. The percentage excludes  Backer Abnormalities, Don't Touch Me, Plague Doctor, and Apocalypse Bird, leaving only 74 Abnormalities required for complete codex.

## List of Abnormalities

* All Required
* All Abnormalities

## Trivia

* Don't Touch Me is the only Abnormality to not legitimately reach level 4 Observation and as such can not be added to the Codex. This means it is impossible to reach true Codex completion.
	+ If someone were able to get the abnormality's Codex entry it still does the same effect during the Deployment Phase (Cracks the Screen).
* Apocalypse Bird's Codex entry is added once one has all 3 Birds within the facility, it does not matter if they are fully observed or not.
The Heart of Aspiration

* Ingame
* Crop

**This Abnormality is Capable of Employee Alteration**

**This Abnormality can Benefit the Facility**

> *"Excessive aspiration would bring about unwarranted frenzy."*
> - Abnormality Log
>
>

**The Heart of Aspiration (T-09-77)** is a TETH Tool Abnormality resembling a disembodied, cartoon-styled heart with a dark red glowing clot in the center. Like many other tool abnormalities, it is contained in a tank, floating in the middle when not in use.

## Information

### **Ability**

The Heart of Aspiration's ability consists of increasing the  HP/ Fortitude and Attack Speed of an employee by 10 as long as it's equipped.

If the employee tries to return the tool before 30 seconds have passed or the employee doesn't attack any Abnormalities, Ordeals, or other employees, they will immediately enter into a Panic state. If the employee equipped with The Heart of Aspiration is successfully suppressed and returned to normal, they can return the heart normally or continue using it until the day ends.

### **Basic Information**

The Heart of Aspiration's basic information takes 30 Seconds of use to unlock. The information gained is:

* Name of the Abnormality
* Subject classification
* Risk Level ( TETH)
* Portrait
* Type of Abnormality (Mounting Type)

## Trivia

* So far, it is the only mounting tool that doesn't have any drawbacks when equipped overtime, only when returning.
* This and Luminous Bracelet are the only Mounting Type Tools to increase  Fortitude.
* Because it‘s classified as ‘**T**rauma‘ it might be from some unseen events, that the heart has lost its original owner that couldn't hold their excessive aspiration. It could also represent Atychiphobia, fear of failure.

## Gallery

Heart of Aspiration's ContainmentHeart of Aspiration on useAn employee equipped with the AbnormalityHeart of Aspiration Details unlocked
Flesh Idol

* Ingame
* Crop

**This Abnormality is Capable of Instadeath**

**This Abnormality is Capable of Employee Alteration**

**This Abnormality is Capable of Department/Facility Alteration**

**This Abnormality can Benefit the Facility**

> *"And the prayer shall inevitably end with the eternal despair of its worshiper."*
> - Abnormality Log
>
>

**Flesh Idol (T-09-79)** is a  WAW Tool Abnormality taking the form of a long rusty cross with a lump of flesh and various pieces of scrap metal in the center. It is said that the flesh pulsates and moves if someone starts to pray to it.

## Information

### **Ability:**

Flesh Idol's ability triggers when an employee uses it. During use, the employee will kneel and start to pray. The employee will suffer 5 Damage of a  Random Type every 5 seconds as long as the work is in use. Depending on how much time passes, different effects will trigger:

* If the employee stops praying after 20 seconds or less, the employee will die.
* From 21 to 45 seconds of continuous prayer, all other employees will start to recover 5  HP every 5 seconds.
* From 46 to 90 seconds of continuous prayer, all other employees will start to recover 5  HP and  SP every 5 seconds.
* If the employee praying doesn't stop before 90 seconds, the employee will die and the  Qliphoth Counter of every Abnormality in the facility will drop to 0.

The player can stop the praying at any moment and the timer of the effects will reset.

### **Basic Information:**

Flesh Idol's basic information takes 30 seconds of using to unlock, the information gained is:

* Name of the Abnormality
* Subject Classification
* Risk Level ( WAW)
* Portrait
* Type of Abnormality (Continuous)

## Origin

The details of its origin are mostly unknown, but it was supposed to be a religious artifact. People of a certain religion or cult would gather around to pray or chant at it. It was found in the "flooded district" of an unknown location.

## Trivia

* Flesh Idol is the first Abnormality that can deal all types of damage.

## Gallery

Flesh Idol's containmentFlesh Idol in useFlesh Idol Details unlocked
Behavior Adjustment

* Ingame
* Crop

**This Abnormality is Capable of Instadeath**

**This Abnormality can Benefit the Facility**

> *"Eventually, intellect loses all meaning as they forget even how to exist."*
> - Abnormality Log
>
>

**Behavior Adjustment (O-09-96)** is a  TETH Abnormality in the form of a circular black device with a white eye symbol on the middle and seems to have 2 blue light buttons at the borders. It is contained in a tank, floating in the middle when not in use.

## Information

### **Ability:**

Behavior Adjustment's ability consists of increasing the Attack Speed and  Movement Speed ( Justice) of an employee by 15 and decreasing the Max  SP/ Prudence by 10 as long as it is equipped.

If the Agent with the equipped Abnormality panics while wearing the Abnormality or the Abnormality is returned before 30 seconds have passed, the employee wearing it will proceed to lose their sanity, ripping out their eyes and dying, before sitting down and laughing one last time.

### **Basic Information:**

Behavior Adjustment's basic information takes 30 Seconds to unlock, the information gained is:

* Name of the Abnormality
* Subject classification
* Risk Level ( TETH)
* Portrait
* Type of Abnormality (Mounting Type)

## Trivia

* This is the only Tool to increase  Justice stat so far.
* The log claim that the device has a mysterious pattern carved on it, but seems more to be an eye symbol.

## Gallery

Behavior Adjustment's ContainmentBehavior Adjustment on useAn employee equipped with the AbnormalityThe agent panickingRipping their eyes outLaughing before deathAn agent killed by the AbnormalityBehavior Adjustment Details unlockedDeath gif
Adulando a los Dineral

Una noche en el **Country Club ACME** el dueño del lugar estaba esperando muy enojado a su nuevo mesero porque estaba llegando tarde,sorpresívamente apareció **Plucky** corriendo y lo lanzó al suelo,inmediatamente el hombre le ordenó que le tomara la orden a **Los** **Dineral**,una pareja de obesos millonarios que estaban esperando hace mucho tiempo su comida.

## Curiosidad

En el menú del restaurante se puede ver que **Hamton**,**Pio Pí** y **Achuzi** son parte de la comida que se servía en ese lugar.
ZAYIN

> *"With little to no aggression, ZAYIN Abnormalities will cause the least harm to your Agents. Their damage tends to be minuscule, and they may have a positive effect on the employees."*
> - Manual
>
>

**ZAYIN** Abnormalities are the lowest and safest Risk Level to interact with, before  TETH. Players tend to get them through the first days and mid-game, and on certain occasions during the late game. They aren't very threatening to the employees or the player, none of them can breach, but most of them can still deal damage through abilities or even trigger insta-kill effects, so one should still handle them with caution. These Abnormalities usually give positive effects and/or don't cause major consequences.

 **ZAYIN** **Abnormality List:**

* Current
* Legacy

 Name

## Summaries

The Army In Black is an Aleph in disguise, but can passively breach, healing any employees.

Don't Touch Me will change it's appearance and when interacted with, will breach all abnormalities in the facility.

Fairy Festival blesses an employee in which they regain HP and SP, but will be eaten and killed if they are sent to another Abnormality

Mirror of Adjustment shuffles an employee who uses it's stats.

Old Faith and Promise can be given an EGO weapon, in which it will either upgrade that stats of the weapon, or consume the weapon.

One Sin has no specific abilities, however the twelfth Apostle be confessed to when WhiteNight is breaching, instantly suppressing it but killing the Apostle

Opened Can Of Wellcheers can heal the health and sanity of an employee drinking a soda, but instantly kill an employee when they get a bad work result.

Plague Doctor blesses employees to become apostles, but after 12 blessings it transforms into WhiteNight.

We Can Change Anything kills any employee sent inside of it, generating PE boxes for the energy quota each time.

You Must Be Happy buffs or debuffs all the stats of an employee that uses it depending on it's outcome. It will instantly kill any employee that uses it after 4 uses.

You're Bald... makes an employee that goes into it bald

## Trivia

* Don't Touch Me only is dangerous when the player interacts with it, so it is classified as  ZAYIN because of needing interaction to trigger its harmful effects and cannot trigger by itself.
* Army in Black being rated as  ZAYIN in containment is probably related to how it seems to represent a safe Abnormality by being 'pink' in its own story, or to mislead players.
* ZAYIN is based from the Hebrew alphabet, the 7th letter of the same name (ז). Represents 'returning light.'
Exitos Excelentes / Fallos Graves

Los éxitos excelentes y los fallos graves son un método utilizado para definir éxitos y fracasos con un MdE o MdF de 30+. Los éxitos excelentes se utlizan en aquellas situaciones en las que una tirada especialmente buena puede potenciar el efecto deseado, como causar más daño con un buen impacto en combate. Los fallos graves denotan una tirada particularmente mala y que tiene un efecto mayor que un simple fracaso. Sin embargo, ni los exitos ni los fracasos graves son tan buenos o malos como los críticos.
A Simple Corn Farmer -Story-

A Simple Corn Farmer is a story created by an Arganian Yekin I whom acts as a storyteller and gatherer of lore when not fighting for his life on the battlefield.

(In short, he's GODSDJ.)

**A Simple Cornfarmer By ...........**

**One of the lowest positions in the Jardian Empire**

**is corn farming, a career that is believed to usual-**

**ly be performed by peasantry, invaders, or perhaps**

**lower ranking  soldiers who are either punished or desire**

**to make some funds on the side.**

**Outside of Fortress Siritul exists a small patch**

**of greenery against some of the old ruins,**

**largely undisturbed by the desert.**

**I interviewed Thane Tugaflorin, who was present**

**at the fortress. When asked how many of his people**

**farm corn, he stated that "Most do."**

**Most armies that have arrayed themselves**

**against Jardia in this region have deployed**

**a detatchment to secure and farm the**

**corn so that they might sell it to merchants**

**for golden coins, used to buy commodities**

**like arrows, siege engines, things that**

**could put a small dent in most military**

**budgets.**

**Some have even set fire to the**

**corn! But their efforts appear to be in vain,**

**as the field remains healthy to this day.**

**When I asked Tugaflorin why the Jardian Empire**

**allowed such a field to exist if it would only be**

**used by their enemies, he shrugged and said**

**"It is good for the economy, the corn regrows**

**quickly and they always lose."**

**And there we have it: An aspect of the corn that**

**makes it worth protecting, and keeping in mod-**

**eration. The corn at Siritul regrows many times**

**faster than regular corn, and the hot climate,**

**usually considered a curse by outsiders, is a**

**blessing if you consider that winter never free-**

**zes the field, allowing crops year round!**

**But the rapid growth rate still begs questioning,**

**and the Thane was not oft deployed in Siritul.**

**The only help he could provide was to show me**

**the vitality of the field by running it over via**

**his siege tower and then providing me with a**

**security detail whilst I interviewed various locals.**

**Strange tales are told, a popular one being that**

**one of Jardia's gods blessed Siritul's fields in the**

**early days, that there were multiple fields, but**

**that malpractice and a foreign presence had**

**caused the other fields to shrivel and fade**

**from existence.**

**Now we've reached the end of this informative**

**look into the lives of Jardian cornstalks, and**

**I have not bothered to explain exactly how corn**

**is farmed. Teehee!**
Peurotsiil Wiki

## The Empires of Peurotsiil

Welcome to Peurotsiil, a medieval fantasy continent composed of four sovereign empires: Mandoria, Jardia, Wyngeria, Hirsdenia, Argania, and Slongaria.

Far in the west lies the continent of Peurotsiil. Once under the united Peurotsiilic Empire and now divided between six diffferent states.

## Current Empire Leaders

**Cesher** of Mandorian Empire: No One (Grand Masenhof Phoenix\_Rules kinda)

**Fengur** of Arganian Empire: campkillercvusd

**Menger** of Slongarian Empire: coolawesomeness (Stelvin Kyrias)

**Empress** of Jardia: PsychicAthena

**Saelkar** of Wyngeria: Hellish\_Wolf

**Seror** of Hirsdenia: No One(Vorsai sort of)

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.
Timeline of Icaro

The following is a timeline of the important events in the history of the Land of Icaro.

All dates are in the Reckoning of the Elves (ROE).

**7607 ROE** - Hafer III becomes King of Maroozo and King of the Empire of Duracuire.

**7606 ROE** - The Golden Sword is destroyed. Kirlian IV, Asino I, Tithinus V, and Numeneor the Titan die.

**7604 ROE** - The Seige of Dor Amarath occurs. Kirlian IV is captured by Asino I and imprisoned in Dor Amarath. Hafer III frees Kirlian IV from Dor Amarath.

**7599 ROE** - The Kingdom of Regarv is formed from a section of the Empire of Duracuire. Hafer III becomes the first King of Regarv.

**7586 ROE** - Arnorn II dies. Kirlian IV inherits the throne and becomes King of Maroozo.

**7582 ROE** - Hafer III is born.

**7578 ROE** - The Battle of Monticule occurs.

**7572 ROE** - The poem *Kazil the Wyrm* is written.

**7571 ROE** - Arnorn II battles Kazil the Wyrm and emerges victorious.

**7563 ROE** - Kirlian IV is born. Arnorn II ascends to the throne of Maroozo.

**7559 ROE** - Asino I becomes the King of the Empire of Duracuire.

**7527 ROE** - Arnorn II is born.
Giant Tree Sap

* Ingame
* Crop

**This Abnormality is Capable of Instadeath**

**This Abnormality can Benefit the Facility**

> *"The tree simply reaped from what it sowed"*
> - Abnormality Log
>
>

**Giant Tree Sap (T-09-80)** is a  HE Tool Abnormality in the form of a branch or root, covering the side of a transparent sphere containing a red liquid. It floats in the middle of a tank in its containment chamber when not in use.

## Information

### **Ability:**

Giant Tree Sap's ability activates when a employee drinks it. The employee will recover all missing  HP and keep healing 9-11  HP every second for 60 seconds. However, the employee has a chance to explode 20 seconds after drinking it, dealing 30  White Damage in a great radius to other employees in the same room.

The chance to explode starts at 0% on the first usage and increases by 15% with every further use, up to 60%. Note that the explosion probability is tied to the abnormality itself rather than the employees who use it, meaning usage by *any* employee after the first usage of the day is potentially lethal. The chance to explode will reset back to 0% after an employee who drank the sap explodes or when passing/resetting the day.

### **Basic Information:**

Giant Tree Sap's basic information takes 2 uses to unlock, the information gained is:

* Name of the Abnormality
* Subject classification
* Risk Level ( HE)
* Portrait
* Type of Abnormality (Single use)

## Origin

The tool is actually part of another Abnormality, probably one that could not be transported to the facility, described in the logs as a giant tree on the edge of the world, surrounded by barren outskirts with low chances for a plant to prosper. Any lifeforms who consumed the sap of the tree might melt, leaving smoldering green remains, from which the tree gets its nutrients.

A Lobotomy Corporation exploration team found the larger Abnormality and, after some experiments, extracted some sap from the tree to be sent back to the facility for containment.

## Trivia

* The Giant Tree Sap seems to never dry out or be entirely consumed.
* Contrary to what its logs say, the employees who consume the sap don't melt into green remains but instead explode and leave organic remains, possibly due to the tree not being nearby to consume them.
* It could be classified as ’**T**rauma’ because of how the tree tries to get its nutrients, namely by killing the creatures that feed on its sap. It could also represent Dendrophobia, the fear of trees.
* This Abnormality may be based on **Yggdrasill** from Norse mythology.

## Gallery

Giant Tree Sap's containmentGiant Tree Sap on useGiant Tree Sap triggering its explosion abilityGiant Tree Sap Details unlocked
Kazil the Wyrm (Poem)

***Kazil the Wyrm*** is an epic poem that chronicles the battle between the King of Maroozo, Arnorn II, and Kazil the Wyrm in 7571 ROE (Reckoning of the Elves). It is the magnum opus of the Maroozian poet Ecrivan, who wrote it in 7572 ROE, upon the request of Arnorn II's Warlords and Generals, to honor his great bravery and sacrifice. The poem itself is written in the short, concise, and oftentimes rather choppy manner of Maroozian poetry. The Men of Maroozo were not as skilled as the Elves, who wrought masterpieces such as *The Wars of Tyrius*, but their poetry had its own sense of beauty and was easily memorized. Virtually the entire population of Maroozo knew the entirety of *Kazil the Wyrm* by heart. In the Empire of the Elves, however, it was not well known because it was considered to be poorly written and of little literary value.

## A Section of *Kazil the Wyrm*

There in the mire

He faced the fire

Of Dragon's ancient

Burning ire.

A blow amuck,

'Twas purely luck

That Dragon's wing

was what he struck.

A fearsome roar,

A gleaming sword

Had maimed the Dragon -

The wing he tore.

The Dragon dying,

Instead of flying,

Upon the crimson

Ground was lying.
Welfare Team (Legacy)

**Notice About the Article "Welfare Team (Legacy)":**
 Are you looking for the new version of this page: Welfare Team

 "Welfare Team (Legacy)" is using information from the Legacy version of the game (v0.0.2.2b). The information here is from an older version of the game before the most recent gameplay changes.

## Welfare Team (Legacy)

### Researches

None

> *"To prevent epidemics and secondary infections caused by illnesses, we carry out preventive measures and work on welfare such as physical fitness and mental health of employees. In-house welfare is the best value Lobotomy pursues. We protect our valuable resources ... no employees' lives."*
> - Description
>
>

The **Welfare Team Department** is the seventh department that the player will unlock at day 31 while also getting a checkpoint. This department is connected to the left side of the Central Command Team Department, connected to both of its floors. It contain 1 main room, 1 elevator, and 2 hallways.

Employees will wear different outfits depending on their job. Agents will wear blue suits, black pants, blue shoes, and the light blue logo on their shoulder. Clerks will wear steel blue suits with a blue tie and two black lines on their arms. The team's main color is blue.

## Researches

At the moment, this department doesn't have any researches available.

## Trivia

* This department, along with the Disciplinary Team, come with their main room as two connected floors.

## Gallery

Agent's uniform of Welfare TeamClerk's uniform of Welfare Team
Hafer III "the Titan Conqueror"

## Hafer III

### Titles

King of Regarv (Under the protection of Asino I)King of Maroozo (After the death of Kirlian IV)

King of the Empire (After the death of Asino I)

### Date of Birth

November 19, in the Year 582 of the 7th Millennia in the Reckoning of Men; or, in the year 7582 in the Reckoning of the Elves

### Date of Death

January 31, in the Year 658 of the 7th Millennia in the Reckoning of Men; or, in the year 7658 in the Reckoning of the Elves

### Realms Ruled

The Kingdom of Regarv (Under the protection of the Empire)The Kingdom of Maroozo (After the death of Kirlian IV)

## Relations

### Siblings

Marinia (older sister) Kirlian IV (older brother)

### Other Relatives of Historical Importance

Tithinus V (nephew)

**Hafer III "the Titan Conqueror"** was the youngest son of Arnorn II and King of Regarv for 59 years from 7599 ROE (Reckoning of the Elves) to 7658 ROE, as well as King of Maroozo and King of the Empire of Duracuire for 51 years from 7607 ROE to 7658 ROE, when he died. During his reign over the Kingdom of Regarv, Hafer III embarked on the Quest for the Golden Sword, along with his brother, Kirlian IV, and the Protectorate over his kingdom, Asino I. Accompanying him was his nephew, Tithinus V, who was slain during the First Battle of the Titan, leading a charge against the Horde of Urkmith. On this quest, Hafer III slew Numeneor the Titan in the Battle of the Golden Sword, earning him the title "The Titan Conqueror". To perform this deed, Hafer III used the Golden Sword, making him the first person since Denkirth II of Morthon to wield it. After the Quest for the Golden Sword, Hafer III returned home to his kingdom of Regarv and inherited the Thrones of Maroozo and the Empire, because Kirlian IV died without any offspring and he was next in line for the Throne of Maroozo and because Asino I had made Hafer III his heir in the case that he should die without producing any of his own. Thus, Hafer III became the ruler of the entirety of the civilized world.
Margen de Exito (MdE)

En ocasiones puede resultar importante que un personaje no sólo tenga éxito, sino que lo haga de forma espectacular. Esto suele ser así en aquellas situaciones en que la acción no sólo resulta difícil, **sino que deba ejecutarse con delicadeza.** Las tiradas de este tipo pueden necesitar un Margen de Exito (MdE) específico. El MdE se determina simplemente viendo el resultado de una tirada ejecutada con éxito. Por ejemplo, un personaje que haya sacado un 20 contra un NO de 55 habrá superado la tirada con un MdE de 20. Cuanto mayor sea el resultado de la tirada (siempre y cuando siga siendo inferior al NO), mayor será el MdE, así tener la habilidad a un nivel más alto permite obtener un MdE más elevado.
Arnorn II "the Slayer of Kazil the Wyrm"

## Arnorn II

### Date of Birth

June 8, in the Year 527 of the 7th Millennia in the Reckoning of Men; or, in the Year 7527 in the Reckoning of the Elves

### Date of Death

February 27, in the Year 586 of the 7th Millennia in the Reckoning of Men; or, in the Year 7586 in the Reckoning of the Elves

### Weapon of Choice

Zankarth, the Dwarvish sword wielded by all Kings of Maroozo

## Physical Description

### Skin Tone

Fair, though scarred, callous, and heavily tanned

## Relations

### Siblings

Galfoyr VI (younger brother)Breknia (younger sister)

Ylina (younger sister)

### Other Relatives of Historical Importance

None

**Arnorn II "the Slayer of Kazil the Wyrm"** was the oldest son of Threndom XI and King of Maroozo from 7563 ROE (Reckoning of the Elves) to 7586 ROE, when he died due to an illness diagnosed as an extreme case of morpheline. After his death, his son, Kirlian IV, ascended the throne, after a brief conflict with the Generals and Warlords that had been plotting to overtake the throne upon Arnorn's death. It was early in the reign of Arnorn II that the Third War of Maroozo began, the third and last conflict between the Men of Maroozo and the Elves of the Empire. However, the most notable occurrence that happen during Arnorn II's reign was the defeat of Kazil the Wyrm. Kazil was the last of the ancient drakes to venture south beyond the Dragon Mountains to the north of Maroozo and into the residence of Men. Kirlian II singlehandedly confronted the beast of struck its death blow, though not without cost. The dragon's flames smote his face in the heat of the battle, scarring it permanently for the rest of his life. Nevertheless, Maroozo was saved that day, and Arnorn II was ever after known as "The Slayer of Kazil the Wyrm". A poem was written of his great bravery titled *Kazil the Wyrm*. Being the King of Maroozo, he was also the Heir of the Silver Sword, and thus its Master, but he never used it in his lifetime.
The Wars of Tyrius (Poem)

***The Wars of Tyrius*** is an epic poem that chronicles the major events of the conflict between Tyrius, and later Numeneor, and the Wizards, Elves, Dwarves, Men, and Capinites of Icaro, which was known as the Wars of Tyrius. It was penned by the Elvish bard Conteur shortly after the First War of Maroozo, a conflict between the Elves of the Empire and Men of Maroozo in the aftermath of the Wars of Tyrius, and became the first written account of the War. It is widely known throughout the civilized world, even by Men, and most nobles can recite large portions of it. The common folk, however, typically know only sparse verses. The highly learned, however, such as Elvish Kings and a select few Kings of Maroozo, such as Threndom XI, know the entire saga by heart, which is quite a feat considering its extensive length.

## A Section of *The Wars of Tyrius*

*And then of old, Numeneor,*

*The ancient terror of yesteryear,*

*Marched upon Dor Amarath*

*And before him slew a deathly path.*

*His mace was iron, forged with steel,*

*And brought upon them great ordeal;*

*For Elves he slew with legions vast,*

*In that great battle of the past.*

*The Elves he slew are yet uncounted,*

*And their tale of yore is still recounted;*

*For many Elves were killed that day,*

*But Numeneor’s host was driv’n away.*

*And never did he e’er return*

*To come and make Dor Amarath burn,*

*But fled into the shadowed night*

*To hid himself from Elvish light.*
Čusak Language Wiki

a fictional language.
with **24** articles about Čusak and counting...

**List of pages** • Introduction • Phrasebook • Vision and Purpose

**Alphabet :**
Aa Bb Kk Čč
Dd Ee Gg Hh
Ii Ll Mm Nn
NGng Oo Pp Ss
Šš Tt THth Uu

**Parts of speech :**
Nouns • Pronouns • Verbs • Adjectives • Adverbs

The **Čusak language** is a fictional language created by Masato (*this is just his pen name*). He has recently been interested in languages and the complexity of their grammar and structure. He has seen a lot of languages and a lot of their cultures. Inspired, he made his very own language based on lots of other languages. With that, he also made the fictional world of Halle in which the Čusak people live. These are the people who speak the Čusak langauge.

*Čusak* in the language means "hope" and Masato, while creating his language, hopes that his imagination stays vivid and clear.

This wiki has articles about the culture of the Čusak people and a whole dictionary and thesaurus with full information about each word, including pronunciation, etymology, translations to English, synonyms and antonyms, rhymes, and a whole lot more. There are even phrase books, extensive appendices, and a comprehensive grammar guide to get you learning Čusak. The Čusak languages are part of the Olsath language family or, as Masato would like to call them, the "Masatoic languages".

Random Page Generator

Random Page 1 • Random Page 2 • Random Page 3 • Random Page 4 • Random Page 5

New entries • Recent changes • Invent a word!