recursal/Fanatic-Fandom huggingface dataset:
Yuletide

**Tooltip** | 'Holiday Cheer'Illusion inflicts 'Frostburn'Fires different projectiles based on Mysticism

The **Yuletide** is a craftable Mystic staff. The weapon features 3 modes of which each of the modes you choose causes different effects to happen:

* When switched to Destruction mode, it shoots out ice spikes that follow the cursor around until it disappears.
* When switched to Illusion mode, it shoots out a snowflake that can deflect from the ground and can inflict Frostburn debuff.
* When switched to Conjuration mode, it fires down ice spikes that follow the cursor's approximately position.

## History

* **0.11.7**: Yuletide Destruction now keeps travelling without homing once it reaches the mouse position instead of destroying itself.
* **0.11.6**: Slightly buffed Yuletide.
Einheiten

**Einheiten** sind das Rückgrat jeder der drei Fraktionen und dienen einer bestimmten taktischen Rolle, ohne im Laufe des Spiels immer nutzlos zu werden. Alle Einheiten können aufsteigen und können geheilt / repariert werden. Es macht Sinn, Ihre erfahrenen Einheiten am Leben zu erhalten, anstatt neue zu bauen.

## Infanterie

Infanterieeinheiten sind die vielseitigsten Einheiten im Spiel. Infanterieeinheiten sind in Gruppen von 5 oder 6 Soldaten organisiert und können sich mit verschiedene Waffen und Werkzeuge ausrüsten, um neue Fähigkeiten zu erlangen oder die Art des von ihnen verursachten Schadens zu ändern. Eine Standard-Infanterie mit einem Gewehr kann einem Mech nichts anhaben, aber dieselbe Infanterieeinheit könnte Granaten, Minen oder Handkanonen auf dem Schlachtfeld finden, um das Gleichgewicht der Kräfte zu verändern ...

Infanterieeinheiten können auch Waffensysteme wie schwere MGs, Kanonen und Mörser auf dem Schlachtfeld bemannen. Normalerweise hat jedes Waffensystem Vor- und Nachteile. Schwere MGs können unter feindlicher Infanterie Chaos verursachen, sind aber ziemlich langsam und haben eine Aufbauphase. Es gibt auch humanoide Einheiten mit primitiven Exoskeletten, die ihre Ladung nicht modifizieren können, aber mit exzellenten Ausladungen kompensieren.

Fraktions Links

* Polania
* Rusviet
* Sachsen

## Mechs

Laufende Maschinen oder Mechs spielen eine wichtige Rolle im Kampf von Iron Harvest. Es gibt ungefähr 30 verschiedene Arten von Mechs im Spiel, von riesigen, ultra-schweren Kriegsmaschinen zu relativ schnell leichteren Mechs. In der Welt der Eisenernte wurden Mechs anstelle konventioneller Panzereinheiten unserer Welt entwickelt.

Fraktions Links

* Polania
* Rusviet
* Sachsen
Shield Bearer

The very fact that these guys feel the need to use a shield for what we assume can only be for protection has been enough to evoke moral conversations about whether humankind might actually be the bad guy in this particular scenario. But it's not our place to weigh in on that.What we will say though, is try to avoid taking one of their shield bashes to the dome. That'll knock even the hardest of heads a bit loopy...
System requirements

*This article is a stub. You can help Darksburg Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Darksburg*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## See also

* How to play guide for Darksburg
* Release date
Darksburg Wiki/Section 1

**Darksburg** is an upcoming game being developed by Shiro Games. Darksburg is a new cooperative survival action game. It is expected to enter Early Access in early 2020.

Darksburg is a cooperative survival action game where you must team up to survive against the hordes of Infected that have decided to settle down in the quaint little town of Darksburg. Assume the role of one of the heroic Survivors or (If you’re feeling particularly nefarious) join the ranks of the devious Revenants, each with their own unique skills and personalities, and master their abilities in an over-the-top struggle against overwhelming odds! [Read more...]

Check out the Darksburg Steam page!

Join the Darksburg Closed BETA!
Kampfmechaniken

*Dieser Artikel enthält nur wenige Informationen zu diesem Thema. Du kannst das Iron Harvest Wiki unterstützen, indem du ihn weiter ausbaust.*

"Kampfmechaniken" sind um die Idee herum aufgebaut, dass sich keine Einheit jemals unbrauchbar fühlen sollte. Zusammenfassend:

## Gelände

* Alles im Spiel ist zerstörbar - wenn die Waffe stark genug ist. Also keine Deckung hält ewig.
* Deckung und Rüstung spielen eine große Rolle im Spiel. Gewehrkugeln können nicht in die Panzerung eines riesigen Mechs eindringen, während eine Infanterieeinheit in einem Graben oder hinter einer Deckung viel weniger Schaden erleidet als eine Einheit auf einem offenen Feld. Die Nutzung beider ist entscheidend für den Erfolg.

## Einheiten

* Einheiten sind wichtig. Sie können zweimal auf leveln, stärker werden und neue Fähigkeiten erlangen. Sie sollten versuchen, erfahrene Einheiten am Leben zu erhalten.
* Jede Einheit hat eine eigene Nische und taktische Anwendung, die mit zusätzlicher Ausrüstung modifiziert werden kann (reguläre Schützen können zu Grenadieren werden, indem sie Granaten oder Man-Anti-Mech-Geschütze zur Verteidigung aufnehmen).
* Helden sind keine gottähnlichen Supereinheiten. Stattdessen bieten sie zusätzliche taktische Möglichkeiten. Sie sind die vielseitigsten Einheiten im Spiel.

## Rüstung

* Das Spiel verfügt über vier Rüstungsebenen: Keine, leicht, mittel und schwer. Jeder Waffentyp fügt jeder Stufe der Rüstung eine bestimmte Menge an Schaden zu, die gar keine enthält. Es ist wichtig, die richtigen Werkzeuge für den Job zu finden.
Tools

Tools are items you can buy with money to aid you in stealing from other players houses. Tools can be bought from the interface in the upper right of the backpack and sold back for half price by toggling on "Sell Mode" in the backpack.

All items are one-use only and perform a specific function. On the turn that the player uses an item, mobiles (ie. dogs, cats and family members) do not move, however electricity still cycles as per a normal move.

         Saw                Crowbar          Cutting Torch           Gun

        Brick                 Club                 Doorstop         Wire Cutters

     Explosives       Drugged Meat          Water                Ladder
Executioner

*Chief Axecutive Officer*

"I've heard of being hung up about your job, but this is ridiculous." — Runolf

***The **Executioner**** is one of the Revenants in Darksburg.*

## In a previous life...

Few people show such dedication to their occupation as one Gerald Sauer did throughout his life, and there's no doubt even fewer maintained the same level of dedication AFTER they died. The man always had a keen sense of justice and tight morals, but those kind of loosened when he kicked the bucket, so as a Survivor, don't expect too much mercy from him.

## Abilities

 Q
 W
2 column responsive main page (alternative)

Welcome to *Iron Harvest* Wiki
the *Iron Harvest* compendium by the players, for the players.
We are currently maintaining 277 pages (22 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

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Abschnitte der Hauptseite: Oberteil · Flex-Teil · Unterteil. Änderungen für die Hauptseite können hier vorgeschlagen werden.
Fraktionen

Es gibt drei Fraktionen in *Iron Harvest*:

* Polonia Republik, dessen Arsenal die schlagen und rennen ist, Taktik mit einer großen Anzahl von heimlichen, leichten Einheiten.
* Rusviet, die auf zuverlässige, massen produzierte Technologien setzt, die den Feind im Nahkampf oder durch Zermürbung vernichten können.
* Sächsisches Reich, die den Sieg durch Überlegene Taktik und fortschrittliche Technologien unterstreichen.
Iron Harvest Wiki/Oberteil

Welcome to *Iron Harvest* Wiki
the *Iron Harvest* compendium by the players, for the players.
We are currently maintaining 277 pages (22 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Heading A
Heading A item 1Heading A item 2Heading A item 3Heading A item 4

Heading B
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Darksburg

****Darksburg**** is an upcoming game being developed by Shiro Games. Darksburg is a new cooperative survival action game. It is expected to enter Early Access in early 2020.

## Description

**Darksburg** is a cooperative survival action game where you must team up to survive against the hordes of Infected that have decided to settle down in the quaint little town of Darksburg.

Assume the role of one of the heroic Survivors or (If you’re feeling particularly nefarious) join the ranks of the devious Revenants, each with their own unique skills and personalities, and master their abilities in an over-the-top struggle against overwhelming odds!

## Features

* Master the arts of cooperative gameplay to survive the relentless hordes of Infected that have taken over **Darksburg**.
* Explore a number of zombie infested locales with different objectives and gameplay modes, including the infamous and unforgiving Last Stand!
* Take control of the Revenants and rid the town of those troublesome Survivors!
* Challenge yourself and your team with the highest difficulty levels for even greater rewards.
* Improve and personalise your favorite Survivors with items and unlockable skills.
Brute

*Brawn Over Brains*

"This guy definitely knows how to use his head. Just... not what's inside." — Rose

***The **Brute**** is one of the Revenants in Darksburg.*

## In a previous life...

Jorg Bähr was never a very bright man, nor did he ever really need to be one. He didn't choose the thug life, the thug life chose him. A wanted highwayman due for beheading, Bähr was "saved" by the plague that turned him into a Revenant. He's now a raging, braindead pile of muscles clad in a pillory, which is pretty much what he was right before turning, but you know... undead now.

## Abilities

 Q
 W
PvE

Who isn’t a fan of the tried and true ‘play as the good guys' formula? Well, that’s what PvE is all about! Join the Survivors in their fight against the devious Revenants and the zombie horde that have taken over the town as you complete objectives and do everything you can to ensure your continued survival.
Chihuahua

Chihuahua

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

A chihuahua is one of the mobile objects in the game, specifically a pet. Just like the other mobiles, a chihuahua reacts to the actions of the intruder. A chihuahua acts exactly like a pit bull, in that once the chihuahua is within the line of sight of the intruder, it will begin to pursue the intruder.

For more details on movement, see the pit bull article, which explains movement in more depth.

Just like any other pet, the chihuahua can trigger switches and can also die in a trap, such as a pit or an electric floor. However, the chihuahua is non-fatal and will not harm an intruder (including the player when the house is being "fairness tested").

Note that in terms of movement, a chihuahua is the opposite of a cat, which is also harmless but the cat moves away from the intruder.

## Tips

* During fairness testing of the players house, it is far safer to use chihuahuas instead of pit bulls, as they use the same movement, but the chihuahua is non-fatal.
* Chihuahuas are a cheaper alternative to a pit bull for activating Pressure Plates
* A chihuahua following you may be able to prevent pit bulls moving onto your tile and killing you. (See Contention)
Harbour

Darksburg is not a very big town, but its harbour is one of the livelier ones in the Dreadmire county. Well, at least it used to be. With all the undead folk stumbling around now, to describe it as “lively” would be disingenuous.

*"Our original plan was to ride a boat down the river and cross the bay, but it turns out that the river's closed off. We'll have to go across the whole district by foot, hoping that the old ferry is still functional."*

- Sister Abigail

***The **Harbour**** is one of the Levels in Darksburg.*
Runolf

*The Gleeful Gourmet*

Runolf moved to Darksburg from the cold North to start a new life and a new business. His inn, the Golden Boar, was one of the liveliest places in town, especially after dark when customers gathered to share a warm fire, tolerable ale and the all-important gossip.

Runolf was always happy to entertain the crowds with tall tales of the North, although he seemed to always avoid sharing anything about his life before Darksburg. Since the Plague, he's been helping friends and strangers alike, offering shelter and fighting back against the Infected with grim determination.

*"Fun fact: I'm probably less likely to get bitten now than I was when I was working behind the bar."*

*****Runolf**** is one of the Survivors in Darksburg.*

## Abilities

 Q
 W
 E
 R *(Ultimate)* | **Dinner is Ready!** |  | A cauldron filled with delicious soup that gives all allies within range some temporary health, while also making them stronger and more resilient.
Rose & Twig

*The Deadeye Duo*

A prolific bounty hunter, expert marksman, with an eye (literally, singular) for a payday, **Rose** is not an easy woman to make friends with. Unless you're a small, striped rodent that she inexplicably takes a liking to, of course...?

*"If we hear one more 'eye for an eye' joke, we're gonna go nuts!"*

*****Rose & Twig**** is one of the Survivors in Darksburg.*

## Abilities

 Q
 W
 E
 R *(Ultimate)* | **Barrage** |  | Rose fires up to three bolts in the sky, that come down raining on infected and dealing a ton of
damage on impact. Perfect for killing off a Revenant or giving an ally some breathing space.
Powered Door

Powered Door

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

Powered door is a door that remains closed when receiving electricity and opens when it is not receiving power. Powered doors can be forced open with the crowbar and held open with the Doorstop.
After using either item on a powered door, the door will no longer be able to close.
If a powered door gains power at a time that the player is standing on it the door will close when the player moves away.

Does not conduct electricity to other components, and cannot be daisy chained:
Sister Abigail

*The Neurotic Nun*

Calm, patient, warm, peaceful... All are words that will immediately spring to mind when asked to describe your typical Nun. Unfortunately (or fortunately, given the circumstances) none of which quite apply to Darksburgs Neurotic Nun, Sister Abigail.

*""And I will strike down upon thee with great vengeance and fuuuuurious anger...""*

***Sister Abigail** is one of the Survivors in Darksburg.*

## Abilities

 Q
 W
 E
 R *(Ultimate)* | **Exorcism** |  | Channels a massive incandescent beam of holy light. Whether this cleanses the infected or merely burns them to a crisp is up for debate.
PvP

Is humanity overrated? Does destroying the hopes and dreams of innocent Survivors have a certain allure? Do you have a seething hatred for chipmunks? Well this mode’s for you! Take control of the Revenants and utilise their arsenal of malevolent abilities to foil those pesky Survivors so you can get back to an uninterrupted life of doing whatever superpowered zombies do.
Pokémon Red Green Blue: Volume 2

Região
 Estados Unidos
 Brasil

**Pokémon Red Green Blue: Volume 2** é o segundo mangá do arco *Red Green Blue* e segundo livro da série *Pokémon Adventures*.

## Sinopse

*"A jornada de Red para se tornar o maior Treinador Pokémon de todos chega à sua metade! Ele se encontra com uma misteriosa garota chamada Green, enfrenta Pokémon lendários que surgem à sua frente, luta para conquistar mais Insígnias, e tem que lidar com as tramas malignas da Equipe Rocket.*

*Seus olhos não vão desgrudar das aventuras cada vez mais eletrizantes e imprevisíveis de Red!"*

## Capítulos

* Capítulo 15: *VS Wartortle*
* Capítulo 16: *VS Tauros*
* Capítulo 17: *VS Jynx*
* Capítulo 18: *VS Ninetales*
* Capítulo 19: *VS Eevee*
* Capítulo 20: *VS Vileplume*
* Capítulo 21: *VS Nidoking*
* Capítulo 22: *VS Victreebel*
* Capítulo 23: *VS Magmar*
* Capítulo 24: *VS Dragonite*
* Capítulo 25: *VS Articuno*
* Capítulo 26: *VS Moltres*
* Capítulo 27: *VS Kadabra*

## Eventos importantes

* Red conhece Green.
* Red e Blue acidentalmente trocam seus Pokémon.
* Red conhece Giovanni.
* A Equipe Rocket captura todos os três Pássaros Lendários

## Mudanças na equipe

### Adições

Os seguintes Pokémon são obtidos:

* Porygon de Blue em *VS Ninetales*.
* Diglett de Red em *VS Ninetales*.
* Krabby de Red (Krabinho) em *VS Ninetales*.
* Ninetales de Blue em *VS Ninetales*.
* Eevee de Red (Vee) em *VS Eevee*.
* Vários Pokémon da Zona de Safári de Red em *VS Victreebel*.
* Sandshrew de Red (Sand) entre *VS Victreebel* e *VS Magmar*.
* Gyarados de Red (Gyarinho) em *VS Articuno*.
* Aerodactyl de Red (Aero) em *VS Moltres*.

### Evoluções

Os seguintes Pokémon evoluem:

* Bulbasaur de Red (Bulba) evolui para Ivysaur em *VS Wartortle*.
* Machoke de Blue evolui para Machamp em *VS Ninetales*.
* Charmeleon de Blue evolui para Charizard entre *VS Ninetales* e *VS Kadabra*.

## Batalhas de Ginásio

Red derrota os seguintes Líderes de Ginásio:

* Erika em *VS Vileplume*.
* Blaine em *VS Moltres*.

## Resumo dos personagens

Esse é o resumo de Red no final deste volume.

### Pokédex de Red

* Insígnias de Ginásio: 4
* Pokémon avistados: 104
* Pokémon capturados: 46
Fishmonger

*The Fiend of the Fishery*

"I don't know if her smell makes me sick or hungry and this makes me sad and angry." — Varag

***The **Fishmonger**** is one of the Revenants in Darksburg.*

## In a previous life...

Most people in Darksburg unwittingly knew Maritza Haifisch, or at least her booming voice as it drowned out the other merchants' outcry at the marketplace. It's also hard to ignore a 7-foot-tall woman carrying sharks on her shoulders. A fishmonger before falling to the plague, she found herself obsessed by a huge zombified whale, despite repeated reminders that whales were in fact, not fish. The whale's name shall not be uttered here due to its questionable connotations.

## Abilities

 Q
 W
Raven Master

*Stark Raven' Mad*

"There will be no Raven quotes for this introduction, per Edgar Allen Poe's wishes." — Darksburg's Notary

***The **Raven Master**** is one of the Revenants in Darksburg.*

## In a previous life...

The townspeople would often mock Bertram Rabenschwarz for his mimicry of birds and loner status. Not the wisest choice, when the delivery of their letters fell to him and his messenger ravens. And those letters, it turned out, were full of dirty little secrets, as became painfully evident when they found themselves falling into the wrong hands. As a Revenant, he's now creepier as ever, roaming the streets of Darksburg, surrounded by murders of crows.

## Abilities

 Q
 W
Varag

*The Wary Wolfman*

He is an elderly Wolfman. What's a Wolfman, you ask? Well, theories abound as to the origin of the affliction, ranging from curse to wolf bite. The reality is that nobody knows for sure, and Varag never was keen on giving explanations.

In any case, it meant he's been feared and loathed in equal measure, and more often than not, hunted by bigoted and mean-spirited humans. It is worth noting that, given his berserker tendencies, such hunts rarely ended well for the aforementioned fools.

That is, until a not so foolish bounty hunter finally captured him. Not one to hold a grudge, Varag now works hand in hand with other survivors to make it out of the city. After all, there's nothing like a zombie apocalypse to bring people together!

*"I'd rather not hurt you, but call me a 'good boy' even once and I'll play 'fetch' with your bones."*

*****Varag**** is one of the Survivors in Darksburg.*

## Abilities

 Q
 W
 E
 R *(Ultimate)* | **Call of the Wild** |  | Varag temporarily reverts to feral state, which deprives him of his shackle and shield, but turns him into a storm of fangs and claws. Mauling and biting enemies gives a bit of temporary health!
Darksburg Wiki/Section 3

PvE

PvP

Last Stand

Harbour

Marketplace

Faubourg

Facebook

Twitter

Youtube

Reddit

Discord

Tweets by @darksburgwindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));
Crowbar

Cost: **$2400**

Range: **1**

The crowbar is an expensive multi-purpose item that can be used as both a weapon and as a tool when robbing someone. The crowbar can be used kill family members, and pets such as the chihuahua, pitbull and cat. It can also be used to force open powered doors/doors, smash windows and indicator lights and jimmy sticking pressure switches and voltage switches.

## Tips

* A crowbar cannot kill a dog who is asleep due to drugged meat.
Marketplace

Ha! Darksburg's marketplace... the hustle and bustle, the merchants' outcry, the zombies lumbering between stalls full of rotten food... well, that one's a first. The Church is probably the safest place within two miles. Hopefully the Priest is still alive, holed up in the sacristy... and willing to offer us shelter!

*****Marketplace**** is one of the Levels in Darksburg.*
Paintings

Unclaimed paintings are sold at auction with an automatically decreasing price mechanism. As the price decreases over time, the first player to buy a painting gets it at the current price. Paintings are held by a player until they are stolen by another player. Paintings are displayed in the gallery area on the left side of the screen (though they are stored in the vault). If the current owner of a painting dies, the painting put up for auction again with a starting price of $100,000. There is no way to sell a painting.

All paintings were made before the game launched by Jason's close friends, relatives, and indie game design colleagues.

The user "iceman" maintains a thread containing snapshots of where paintings were located at certain times, alongside a crowdsourced list which will usually be more up to date. This is not guaranteed to be 100% accurate, as paintings are changing hands all of the time, but is a good place to look if you intend on stealing a certain piece of art.

## See Also

List of Paintings

1. ↑ http://thecastledoctrine.net/forums/viewtopic.php?pid=2548#p2548
Panic Button

Panic Button

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

Panic buttons act like sticking pressure switches. However, because they are technically
mobiles rather than tiles, the family can walk over them while pets can not. The player can walk over these but not turn them on.

These can be used to let family members interact with electric components of the house.
Robbing a House

You can initiate a robbery from the list of houses by pressing the "Rob House" button after having clicked on a house. You will be placed inside the house in robber outfit on the welcome mat with any tools you had in your inventory.

Robbery ends successfully when the robber attempts to enter the vault tile. If the robber exits through the front door, he can get away with his life. Beware that the vault can be empty and not automatically exit the house.

If you either reach the vault or exit through the door all of your tools will be lost.
Doors

Doors

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

Doors in their initial state block vision and movement. The movement restriction only affects pets, however: as soon as the player attempts to enter a door tile, the doors are opened, and remain open until the player leaves the map. Even if the state of the house is saved (by a successful robbery or the death of a family member), the doors will be closed again when the next robber enters.

A door can be opened with a crowbar or brick.

## Tips

* As doors block vision and pet movement, ranged items cannot be used against a pet located on the other side.
* Crowbars can be used to open doors, though this is very expensive.
* Stepping onto a door tile cannot lead to instant death unless you have already had direct line of sight to a pitbull or wife on the other side.
Clocks Guide

Clocks are electrical setups that allow for the state of electrical devices to alter as the robber moves around and uses tools.

## Introduction

Here is an example clock: http://castledraft.com/editor/UMMwt8

The two essential components to a clock are a clock signal generator and a counter.

The clock signal generator is in the top right hand corner. It generates a single "pulse" of power each time the player moves or uses a tool and sends it to the counter.

The counter is made up of a number of "bits". Each bit works in a simple way, if it is currently "off" and receives a pulse it switches to "on", if it is "on" and receives a pulse it switches to "off" and sends a pulse to the next bit. This makes the counter count up in a binary sequence.

Counters can be built as small or as large as you desire by adding or removing bits. Also, all the electronics can easily be mirrored left to right.

If you build the above clock and try it out with a self test you will notice that indicator lights on the counter bits alternate between "on" and "off" at different rates. From right to left they will alternate every 1, 2, 4, 8 and 16 turns respectively. Note that each "turn" in electronic occurs whenever the robber moves OR uses a tool.

## Using a clock

The most simple way to use a clock is to attach the counter bits states directly to traps within the house. The bits in the above example can easily be attached to devices from either the top or bottom.

In this example trapdoors are connected to bits from the bottom:
http://castledraft.com/editor/c5NQgO

Each pit is attached to a different bit of the clock meaning that it will alternate between closed and open over a different number of turns. The first pit will alternate every 16 turns, the second every 8, the third every 4, the fourth every 2 and the last every turn.

You can also attach from above as in this example:
http://castledraft.com/editor/qip2RC

You can also attach the final output of the timer to a bit storage unit to create constant power that only begins in 32 turns (31 moves).
Here is an example - the power will switch in to the the pits and electric floors after 31 moves and stay on:
http://castledraft.com/editor/EP6EYn

## How Clocks Work

(unfinished)
An understanding of how clock signal generators and counter bits work is not necessary in order to use clocks. Such an understanding can be useful if you wish to create advanced electronic setups with them or wish to modify them in some way. Before reading on make sure you have a grasp of how electronic cycles work.

(Content still to come...)
Curios

## Cabinet of Curiosities

This portable Cabinet of Curiosities was devised by the mysterious advisor to the Duke of Dreadmire, Pr.Ehrgeiz. In exchange for the marvellous rarities called "Curios", it will demand Dreadium Ingots, a mysterious material that the professor uses for his shady endeavours.

## Curios

Curious are passive items that the player can buy using Dreadium Ingots. These can be purchased and equipped before a match or during by visiting the Cabinet of Curiosities that appears in the starting area of each level. These curios come with a variety of effects which become stronger the higher tier you go. There are currently 4 tiers of Curios: Common, Fancy, Extravagant and Prestigious. Each loadout can carry up to 4 Common, 3 Fancy, 2 Extravagant and 1 Prestigious; as long as the relevant slots have been unlocked. The player will begin with 2 Common, 1 Fancy and their Prestigious slot unlocked.

### Common Curios

Common Curios are the lowest tier and offer minor passive effects, but can have the most equipped at once. Currently, all Common tier curious cost 50 Dreadium Ingots to unlock.

### Fancy Curios

Fancy Curious are the 2nd tier of curios you can get, with stronger effects than their Common counterparts. Currently they all cost 100 Dreadium Ingots.

### Extravagant Curios

Extravagant Curios are the 3rd tier of curios and have stronger effects than both Common and Fancy curios. Currently they all cost ??? Dreadium Ingots and the player must unlock an Extravagant slot before they can purchase a curio of this type.

### Prestigious Curios

Prestigious Curios are the highest tier of curios and have the strongest effects. Unlike other curios, a player must complete a 10th level Ascension run and unlock all Masteries skills with a single character before they can unlock the curio of that character.

 ??? | Dr. Dolorosa | ???
Electric Floor

Electric Floor

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

An Electric Floor is deadly when it is powered on, but can be safely traversed when powered off.

It is possible to short-circuit a powered electric floor with water, and disconnect it with wire-cutters when it is turned off.

Conducts electricity and can be daisy chained:
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Pichu

[[Categoria:Pokémon do Grupo de Ovo **Não Descoberto**]]
**Pichu** (japonês: **ピチュー** *Pichu*) é um Pokémon do tipo **Elétrico** introduzido na Geração I.

## No anime

### Aparições menores

Um Pichu aparece com sua Treinadora em um mercado da Ilha de Melemele em *Alola às novas aventuras!*. Mais tarde, outro Pichu aparece com seu Treinador no escorregador na Escola Pokémon.

## Origem do nome

  Inglês
  Português do Brasil
Wife's Shotgun

Wife's Shotgun

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

Wife's Shotgun is a tile that appears as a shotgun on the ground during the initial placement. When the wife walks over it, she will pick it up and begin carrying it with her. The shotgun's actual name will depend on the name of your wife, which will appear in place of the word "Wife".

The range of the shotgun as held by the wife is one (1) tile, thus if there is ever a robber directly adjacent to a wife holding a shotgun, she will instantly shoot and kill him. Once an intruder is killed, she will hold onto his bounty money until either she is killed or you return to your house.

Note that after the wife has picked up the shotgun once, the tile visibly changes to a "trigger lock" icon, instead of showing the shotgun tile, but functions the same.

The intruder cannot pick up the shotgun, even if the intruder reaches it before the wife. Since an intruder may carry a gun, note that for comparison, the gun has a range of three (3) tiles.
Welcome Mat

Welcome Mat

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

*"Welcome...TO YOUR DOOM!*

Please, leave your shoes at the door."

The Welcome Mat is the tile you start from in any house. From here pressing left will exit the house, and the gallery is hidden to make room for a "Leave <-" indicator.

No tiles can be placed on top of it and it can not be removed or destroyed, similar to exterior walls. In addition, pets can never step onto the mat and players cannot die on it unless via suicide.
Voltage Triggered Inverted Switch

Voltage Triggered Inverted Switch

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

If the tile above a voltage triggered switch is unpowered, an electric connection will be made between the tiles to its left and right. The voltage triggered inverted switch does not connect the left and right tiles to the tile above.

The normal Voltage Triggered Switch behaves oppositely, conducting when powered and not conducting when unpowered.

The image to the right shows the default state. When powered the visible "connection" part will be moved down. This causes the connection to move down and no longer join the two sides.
Trap Door

Trap Door

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

Trap doors behave as a pit when unpowered and as a regular floor tile when powered. They can be bypassed by ladders regardless of their current state.

Does not conduct electricity to other components, and cannot be daisy chained:
Exeggutor

[[Categoria:Pokémon do Grupo de Ovo **Grama**]]
**Exeggutor** (japonês: **ナッシー** *Nassy*) é um Pokémon dos tipos **Planta** e **Psíquico** introduzido na primeira geração.

## No anime

### Aparições menores

Um Exeggutor de Alola aparece pela primeira vez em *Alola às novas aventuras!* na Ilha de Melemele.

## Origem do nome

  Inglês
  Português do Brasil

## Notas

1. **^** "Pokémon Côco" nas expansões *HeartGold & SoulSilver* até *Céus Estrondosos* do Pokémon Estampas Ilustradas.
Pressure Toggle Switch

Pressure Toggle Switch

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

Pressure Toggle Switch

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

This tile has two states: on (down, conductive) and off (up, nonconductive), it can be placed in either of these states. Each time a player or pet enters the tile it changes state, even if something moves onto it as soon as another moves off.

Family will never walk over a switch and it will count as blocking their path, for the purpose of having family activate something electronically you will need a panic button.

Switches can also be toggled with a thrown brick. Toggle switches are reset to the state they were constructed in even if the state of the house is saved.

(Starts off)

(Starts on)
Voltage Triggered Switch

Voltage Triggered Switch

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

If the tile above a voltage triggered switch is powered, an electric connection will be made between the tiles to its left and right. The voltage triggered switch does not connect the left and right tiles to the tile above.

The Voltage Triggered Inverted Switch behaves oppositely, conducting when unpowered and not conducting when powered.

The image to the right shows the default state. When powered the visible "connection" part will be moved down. This causes the connection to now join the two sides.
Money

Money is an important aspect of the game. It is used to buy Tools, Objects, and Paintings. It will also determine where you show up on the house list and attract robbers to your home. (The "value" of your home on the house list is all of your money plus the sell price of the tools in your vault.)

It can be earned in multiple ways:

* Bounties

Each players starts with a $100 bounty on them. Every time they kill a family member or rob a vault, the bounty increases - $500 for each vault robbed and $1000 for each family member killed. You can not see or use your own bounty, although it is possible to keep track of. There is no way to decrease your bounty on a life.

When a player dies to your home you will receive their bounty in full as usable money, which is a minimum of $100. Bounties for a player do not carry over through lives. If you die you start again at a $100 bounty, even if you died to your own home.

* Robbing

When you rob a house you will obtain any tools and money that are in the vault. If their wife is still alive she may be carrying part of the house's money (although the vault still contains all of the tools). If their wife is dead you will get everything.

Killing the wife with a Gun, Crowbar, or Club and walking over her body will give you the money that she was carrying, even if you leave the house by the door rather than by reaching the vault. You can mouse over the players wife to check how much money she is carrying.

* Selling

Tools can be sold off for half of their original price. This allows you to make money from tools people left in your house from dying or tools you found in someone's vault. You cannot sell off house objects or paintings.
Permadeath

Permadeath is a major part of the game, and can occur from a number of events:

* Being on the same tile as a object in a deadly state during a robbery or self test
* Idling for 5 minutes in self test or robbery mode
* Taking more than 20 minutes in total in a robbery (a warning appears in the last minute)
* Clicking the "Confirm suicide" tickbox and then the "Suicide" button

If any or multiple of these happen, the player will lose all of their money, tools, paintings, family, and house. After death the player will receive a fresh start, with a new character (With a new name), a wife, son and daughter, a reset bounty, and $2000 cash.

Jason has given reasons multiple times for why he feels permadeath during selftest is necessary for the game.

1. ↑ [1]
2. ↑ [2]
Burning Witch

*Hotheaded Hag*

"She doesn't limit herself to candles when burning things at both ends." — Sister Abigail

***The **Burning Witch**** is one of the Revenants in Darksburg.*

## In a previous life...

In life, Lorraine Ardeleanu worked as a fortune teller (or con artist, depending on who you asked) who warmed the hearts and sparked joy in the minds of the Darksburg townsfolk with tales of hope before her untimely demise at the stake for witchcraft. Now burning forever as a Revenant, she has since become a staunch advocate of the adage "Build a man a fire he'll be warm for a day, set a man on fire and he'll be warm the rest of his life."

## Abilities

 Q
 W
Pit

Pit

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

A pit is a deadly trap that can be bypassed with a ladder. Multiple pits next to one another will appear form a channel, though the individual tiles can still be bypassed one at a time by ladders. A pit that is placed to the north of a wall can be easy to miss for any robber moving south in a hurry, as it will be mostly hidden due to perspective.
Wife

The wife is a member of your family and a crucial gameplay mechanic.

### Escaping

If a child dies in the house during an intrusion, the wife will walk to the body of the child instead of the welcome mat during that intrusion. After reaching the body she will stay standing next to it. However, during subsequent intrusions, the wife will ignore the body of the child and perform the usual escape movements described above.

### Money

Whilst your wife is alive she will take half of the house's money whenever you complete a self test and also half of any money you make from robberies. This means that if your vault is breached, not all of your money will be taken and you will have some left over for repairs. However, if a robber successfully murders a player's wife during a robbery, they can take this money without needing to break into the vault.

The wife will also hold any bounty money from robbers who died to her shotgun, but not bounties from other traps.
Empty Floor

Empty Floor

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

Characters can move freely over empty floor. You house starts almost completely full with this tile and it can be seen under many other tiles.

This can be found in the shop and be used to replace other tiles, free of charge. This tile will also appear when you remove tiles by clicking on them with the same tile type that is already there.
Doorstop

Cost: **$200**

Range: **1**

The doorstop is an item that can be used on open powered doors to prevent them from shutting when activated by an electrical current.

## Tips

* Doorstops are a cheaper alternative to the crowbar for keeping powered doors open.

1. ↑ However, doorstops are used on open doors while crowbars are used on closed doors, so it is recommended to take both.
Explosives

Cost: **$1200**

Range: **1**

This item allows the player to destroy concrete walls and wood walls and allow the player to walk onto that tile.

## Tips

* Make sure you don't have anything in your backpack that you are not willing to lose while robbing. This is particularly important for the more expensive tools like the explosives and the gun.
Pitbull

Pitbull

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

The pit bull is a vicious dog that will try to attack and kill a robber. Pit bulls also trigger Pressure Plates when they walk over them.

## Order of Movement

The pit bull will always move towards the player if there was once line of sight between the dog and current player, otherwise they remain stationary. The sequence of actions that relate to dog movement appears to be:

* The player moves.
* Pet movement occurs.
* House objects and electronics update
* Vision is recalculated

This means that a dog that is trapped behind a Powered Door will not start moving on the same turn that the door is opened.

## Contention

Two pets may never share a tile, even if one of them is dead. If two dogs attempt to enter the same tile, the order of precedence is up > right > left > down, i.e. a dog that is trying to move up will enter the tile instead of any other dog; a dog that is trying to move down into the tile from the tile above will give way to any other dog; dogs moving left give way to those moving to the right.

In this example the player can safely move left, despite it seeming to be a dangerous move. This is because the chihuahua at the player's feet moves left **before** the pitbull can move down, thus blocking the pitbull from moving (down) and killing the player.

## Direction of movement

If there is only one tile that is closer to the player than all of its other choices and current position, it will move into that tile.
 If none of the movements it can make will get it any closer to the player, it will stay in its current position. The behavior when there are two tiles which bring it equally close to the player are as follows:

* Imagine four quadrants extending out diagonally from the player. Dogs in the bottom section will be shown facing upwards and will move upwards towards the player, likewise for the other 3 directions (dogs in the right-hand quadrant move left, etc.).
* Just because a dog is drawn upwards before a player's move, though, doesn't guarantee that it will move upwards after player movement is taken into account.
* If the dog ends up on the diagonal after the player moves, it will prefer horizontal movement to vertical.

## Tips

* If a tile is passable but deadly, the dog will move onto the tile and die.
* If a robber (Including the owner during a self test) steps onto a sleeping dog, the dog will wake up and instantly kill the robber.
* A pit bull will not move into a square adjacent (up, down left or right) to a dead pet, even if the pet is in a closed trap door, **unless** the robber is on that tile.

*1. ↑ Including the home owner during a self-test!*
Family

Your family initially consists of a Wife, Daughter and Son. Each of these are shown by their own icon within the home. The Player represents the father of the family. Your character can lose family members but not regain them within his lifetime.

### Family starting position

During the home construction phase you are able to position each of these characters on a starting square of your choice. When a robber is spotted by the family member, it will attempt to leave the property via the front door, making no attempt whatsoever to avoid the potentially violent intruder.

While any members of your family remain alive you are required to leave a clear pathway for them to be able to exit your home via when positioning your home defenses. The game presently considers all placeable items other than pets and panic buttons as blockages to this path.

### Escaping

If a family member sees the robber they will attempt to escape to the welcome mat. To do this they will take the shortest unobstructed path, though they can still be blocked by the robber or another family member (alive or dead) which will stop them from moving.

If a child dies in the house during an intrusion, the wife will walk to the body of the child instead of the welcome mat during that intrusion. After reaching the body she will stay standing next to it. However, during subsequent intrusions, the wife will ignore the body of the child and perform the usual escape movements described above.

### Money

Whilst your wife is alive she will take half of the house's money whenever you complete a self test and also half of any money you make from robberies. This means that if your vault is breached, not all of your money will be taken and you will have some left over for repairs. However, if a robber successfully murders a player's wife during a robbery, they can take this money without needing to break into the vault.

The wife will also hold any bounty money from robbers who died to her shotgun.

### Permadeath

When any member of your family dies, they will remain dead for the rest of your own life (i.e. until you suffer permadeath and take a fresh start).

Once a family member has died, you can choose to leave their remains in your home or remove them.

### Persistence

Whenever a member of a family is killed, any destruction caused by that invading robber to the home will also be saved.
Player

***"It's 1991, and things are bad. You're a guy with a wife, two kids, and a house. You're nearly broke, but you know that they'll be coming soon for what you've got left, hundreds of them."***

You are the player.

Using either W, A, S and D or the arrow keys you can move to any adjacent tile so long as there is not a blocking object there. If you step onto a tile with something deadly, you will die and have to start again.

You start off in builder mode. In this you can place and remove tiles at the cost of money. You can not die as you will be prevented from stepping over deadly tiles and switches, pets and your family will not move. When you are robbing a house you turn into robber mode. You can now die if you're not careful and you have access to any tools you put in your inventory.

## Player naming

What your name is in the game is not known to you. It is only known to other players.
Every time you die, your name is changed.

Names are generated based on real-life name frequencies taken from the 1991 US Social Security Database and from 1990 census data.

The player is intended to be the father of the 4 person family, so appears and is named male.

## Inventory

Your inventory has 8 slots for items. Each slot can contain unlimited of the same item, however you will lose them all upon leaving another person's home, even if you reach the vault.
Rotary Toggle Switch

Rotary Toggle Switch

 Blocks Vision
 Blocks Movement
 Conducts Electricity
 Deadly
 Type

This tile will only conduct in one direction - it will connect either the tiles above and below it, or the tiles to its left and right. It can be switched between those two states in the same ways as a Pressure Toggle Switch.
Gun

Cost: **$1200**

Range: **3**

It can be used to kill family members and pets such as the chihuahua, pitbull and cat.

The gun has a range of 3 tiles. Objects farther away than 3 tiles cannot be hit. For comparison, note that the Wife's Shotgun only has a range of one tile.

## Tips

* The gun is one of the most expensive items in the shop, so using a Club or Drugged Meat is generally preferred when possible.
* Ranged items can attack through vaults, but not unbroken windows.