recursal/Fanatic-Fandom huggingface dataset:
Version 1.0.0

**Version 1.0.0** war die erste Veröffentlichung von Alex's Mobs und ist die Version, mit der alles begann. Sie erschien am 7. Dezember 2020.

Hier herunterladen

## Ergänzungen

### Mobs

* Grizzlybären hinzugefügt
* Wegekuckucke hinzugefügt
* Knochenschlangen hinzugefügt
* Gazellen hinzugefügt
* Krokodile hinzugefügt
* Fliegen hinzugefügt
* Kolibris hinzugefügt
* Orca hinzugefügt
* Sonnenvogel hinzugefügt
* Gorillas hinzugefügt
* Karmesinmücken hinzugefügt
* Klapperschlangen hinzugefügt
* Enderbärtierchen hinzugefügt
* Hammerhaie hinzugefügt
* Hummer hinzugefügt
* Komodowarane hinzugefügt
* Kapuzineraffen hinzugefügt
* Höhlentausendfüßler hinzugefügt

### Gegenstände

* Bärenhaare hinzugefügt
* Wegekuckucksfeder hinzugefügt
* Wegekuckucksstiefel hinzugefügt
* Knochenschlangenzähne hinzugefügt
* Lavaflaschen hinzugefügt
* Gazellenhörner hinzugefügt
* Krokodilpanzer hinzugefügt
* Krokodilharnische hinzuhefügt
* Krokodileier hinzugefügt (War vorher ein Gegenstand)
* Maden hinzugefügt
* Bananen hinzugefügt
* Halo hinzugefügt
* Karmesinmückenrüssel hinzugefügt
* Blutsäcke hinzugefügt
* Blutsprüher hinzugefügt
* Klapperschlangenrüssel hinzugefügt
* Chorusfruchtruten hinzugefügt
* Haizähne hinzugefügt
* Haizahnpfeile hinzugefügt
* Hummerschwänze hinzugefügt
* Gekochte Hummerschwänze hinzugefügt
* Komodowaranspucke hinzugefügt
* Komodowaran-Spuckflasche hinzugefügt
* Bananenschalen hinzugefügt (War vorher ein Gegenstand)
* Sopa de Macaco hinzugefügt
* Höhlentausendfüßlerbeine hinzugefügt
* Höhlentausendfüßlerbeine hinzugefügt
* Giftige Essenz hinzugefügt

### Tränke/Effekte

* Rückstoßwiderstand hinzugefügt
* Lavasicht hinzugefügt
* Segen des Sonnenvogels hinzugefügt
* Fluch des Sonnenvogels hinzugefügt
* Giftresistenz hinzugefügt
Skill Recovery Journal

**Skill Recovery Journal: Steam Page**

**Where do I find the journals?** You can craft them. But you also start with one in you inventory.

**How do I use the journal?** You will see the option to "transcribe journal" when you have a writing tool and bound journal (that is unclaimed or one you've written in before.) Trying to transcribe or read another person's journal will not work.

**How does it work?** The journals save skill's respective XP - ignoring profession/trait starter levels. The return of xp is set to 70%

**Are these journals one time use?** No, you are expected to keep using the same journal and updating it over time.

**Are recipes saved?** Yes, except for profession/trait gained (just like skill levels).

**Warning:** Journals have to be manually updated using a pen or pencil. You can check the tool-tip for XP and recipes. If you kill someone or get killed in a firefight, everything can be taken (but you should keep their journal and make a ticket so we can return it to the player, if you find it on their corpse).
Skill Limiter

**Skill Limiter: Steam Page**

The Skill Limiter mod gives players a lvl cap on skills if they dont have a trait bonus in those skills. There are two kinds of skill limiter caps.

**Crafting and Survival:**

* First cap(+0 bonus to the skill): lvl6
* Second cap(+1 bonus to the skill): lvl 8
* Third cap(+2 bonus to the skill): lvl 9
* Final cap(+3 bonus to the skill): lvl 10

**Combat and Firearms:**

* First cap(+0 bonus to the skill): lvl8
* Second cap(+1 bonus to the skill): lvl 9
* Final cap(+2 bonus to the skill): lvl 10

**Example:**

1. James is unemployed and has no positiv or negativ traits. His carpentry lvl cant be over lvl 6.(He is at the first cap of the skill limiter)
2. John is unemployed but has the positive trait handy which gives him +1 capentry. His carpentry lvl cant be over lvl 8.(He is at the second cap of the skill limiter)
3. Peter is a Construction Worker which gives him +1 carpentry. Furthermor he has the positive trait handy which gives him another +1 capentry togehter he has +2 carpentry. His carpentry lvl cant be over lvl 9.(He is at the third cap of the skill limiter)
4. Bob is a Carpenter which gives him +3 carpentry. He can lvl carpentry till lvl 10.(He is at the final cap cap of the skill limiter)

## References

1. ↑ https://discord.com/channels/1115275511476789289/1115275512131108966/1153979839011893263
Frequently Asked Questions

## FAQ about Magi Marks

#### What happens if you lose your fingers/hand?

Marks are not the source of your Magic New ones would not grow/ would not move to another part of your body Your Magic wouldn't be hindered unless your discipline relied on movement or friction (probably)

#### Can humans have more than one Mark per finger / Can humans have more than two Marks?

Humans will only ever have two Marks, one per finger, on both hands (hands will match) Marks will always be the same color as each other

#### What if you see someone with more than two Marks on their hands?

It would not be a human, most likely a deity or a Creature Half-bloods (half human half something else) may have Marks elsewhere, but only ever 2 per hand

#### Do the Marks ever regress in color?

Yes, if your magic does dormant long enough, your skill gets worse, just like any other skill. Not actively practicing = decreased ability

## About Magic

#### Do you chose your Magic discipline?

No, Magi are born with their disciplines, it's just a matter of figuring out what it is. Mortals cannot learn Magic without being cursed/possessed/gifted Magic.

#### How do you know what your discipline is?

Elemental Magi usually have their elements react to their presense pretty early on. With Versatiles and Manuals its more trial and error, and there are training programs and tests built to help them figure it out.

#### Can an ambidextrous Mage have one Elemental discipline and one Manual discipline?

No, both disciplines would be the same type of Magic.

#### So... Magi can just train super hard and do whatever the hecc they want?

Within reason/limitation. Some feats just arent possible without ripping your body apart. Yes, Magi can train really hard and become super powerful, but they can't become a God. Magi are still human.
Zel'khan, the Harvester of Trembles

**Essence and Nature**

Zel'khan's very being is tightly bound to the terror that courses through the veins of sentient creatures. This deity doesn't simply derive pleasure from fear; he yearns for it, craves it, and actively seeks to intensify it. The crawling, skittering nature of insects serves not just as symbols of his reach but as amplifiers of the dread he so adores.

**Unholy Dominion**

For followers of Zel'khan, creatures with numerous legs aren't simply reminders of the deity; they are his favored instruments of torment. Their unpredictable skitters, their alien forms, and their uncanny ability to appear when least expected all contribute to the disquiet Zel'khan cherishes. Such creatures are not worshipped but are respected for the unease they instill on his behalf.

**Shadow's Caress**

Every corner veiled in darkness, every unexplained rustle in the night, every silhouette that seems to shift is a testament to Zel'khan's reach. His influence isn't overt; instead, it lingers on the periphery of perception, ensuring that unease and apprehension remain ever-present.

**Cycle of Desolation**

In the grand scheme of Zel'khan's design, creatures that induce revulsion play a crucial role. They are not merely agents of discomfort; they are the keystones in the vast architecture of terror he erects. Their mere presence, the briefest touch, or even the threat of their proximity can elevate fear to new, exhilarating peaks.

**The Abyssal Pulse**

The sensation of countless tiny feet treading, the shiver down the spine, the gasp of surprise – these are the rhythms of Zel'khan's malevolent heart. Adherents believe that by immersing themselves in such sensations, they draw closer to their deity's unsettling essence. Rituals under moonless skies, accompanied by the soft murmurs of nocturnal creatures, evoke the profound dread that Zel'khan exalts in.

**Rites of Despair**

In dimly lit chambers or vast, desolate landscapes, followers of Zel'khan gather to pay homage. These ceremonies, marked by the release or summoning of creatures that scuttle and creep, serve as powerful reminders of the deity's unyielding thirst for fear. Through these rites, they honor the relentless disquiet that Zel'khan personifies.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 https://discord.com/channels/1115275511476789289/1147547040230932681
Dusk Elves

* drow elves
* Tallest elf
* Skins are dark blue, purple, greys/blacks
* Hair is usually bright white, blue or even glows
* Some have cloven hooves/deer hindquarters
	+ Some have tails
* Culture says that they may not be seen by other races (even elves) with bare faces (they must wear a mask that covers at least half of their face. Could be handmade, bone, or just makeup.)
* Try to keep to themselves
* Don't have beef with anyone unless someone makes beef with them
* Bright lights hurt their eyes
* Eyes glow at night
* Magic is stronger at night
Sarah Brimm

Sarah and Zach in H3 Podcast #100

**Sarah Brimm** is a former crew member of the H3 Podcast. She briefly worked with the rest of the podcast team from 2018 to 2019, handling live switching from the background. She has worked as the communications manager for Teddy Fresh since 2019.

## History with H3

This was prior to the crew members having a large presence on the podcast, so Sarah is only seen and mentioned briefly in a few episodes, including H3 Podcast #99, H3 Podcast #100, H3 Podcast #162.

In June 2023, she appeared in a video on the Hila Klein channel where she discussed her time on the podcast.

## Trivia

* She and Dan worked together at their previous job, and he introduced her to H3.
* Sarah briefly lived in Indiana.
* In H3 Podcast #99, Ethan refers to her as "The Excel Wizard." This suggests that she did some form of database upkeeping at the podcast.

## External Links

* "H3 Podcast Throwback: Sarah the Switcher" — I DRINK H3 on YouTube
* Sarah B. (@brimmsies) on Instagram

## References

1. ↑ 1.0 1.1 1.2 1.3 Hila Klein (June 27, 2023). "behind the scenes of our live show" (timestamped). via YouTube. Retrieved on January 17, 2024.
2. ↑ H3 Podcast (December 21, 2018). "H3 Podcast #100 - The End of an Era" (timestamped). via YouTube. Retrieved on January 17, 2024.
Joji

Joji performing in 2018

**George Kusunoki Miller** (Japanese: ジョージ・楠木・ミラー, *Jōji Kusunoki Mirā;* born 18 September 1992), known professionally as **Joji** and formerly for playing the characters **Filthy Frank** and **Pink Guy**, is a Japanese singer-songwriter, rapper, internet personality, and record producer. Miller's music has been described as a mix between R&B, lo-fi, and trip hop.

## Background

> See full article: Joji on Wikipedia
>
>

Miller created *The Filthy Frank Show* on YouTube in 2011 shortly after moving to the United States, gaining recognition for playing oddball characters on the comedy channels TVFilthyFrank, TooDamnFilthy, and DizastaMusic. The channels, which featured comedy hip hop, rants, extreme challenges, and ukulele and dance performances, are noted for their shock humor and prolific virality. Miller's videos helped popularize the Harlem Shake, which contributed to the commercial success of Baauer's song of the same name. As Pink Guy, Miller released two comedy studio albums, "Pink Season" and "Pink Season: The Prophecy" as well as an extended play between 2014 and 2017.

In late 2017, Miller ended *The Filthy Frank Show* to pursue a music career under the name Joji. His debut album, *Ballads 1*, was released in 2018 and featured the single "Slow Dancing in the Dark". His second album, *Nectar* (2020), contained the singles "Sanctuary" and "Run". In 2022, he released the US *Billboard* Hot 100 top-ten single "Glimpse of Us", his highest-charting song, which was later featured on his third album, *Smithereens* (2022).

## History with H3

Ethan has appeared in numerous Filthy Frank videos, including "100 ACCURATE LIFE HACKS," "OLIVE GARDEN," and "WOULD YOU RATHER".

Joji has appeared on the H3H3Productions channel as well in "Ravioli Hungry Gold Digger Prank!! Ft. FilthyFrank," as well as "Feeding the Homeless".

On May 22, 2017, Joji appeared on H3 Podcast #7 as a main interview guest along with Post Malone.

## References

1. ↑ @FilthyFrank (29 December 2017). "This is old news but I figured I'd give an official statement. Thank you for your understanding and god bless". via X. Retrieved on January 13, 2024.
2. ↑ Skelton, Eric (December 29, 2017). "Joji Explains Decision to Quit Filthy Frank and Pink Guy as He Pursues Music Career". Pigeons & Planes. Retrieved on January 13, 2024.
3. ↑ TVFilthyFrank (October 2, 2015). "100 ACCURATE LIFE HACKS". via YouTube. Retrieved on January 13, 2024.
4. ↑ TooDamnFilthy (December 17, 2015). "OLIVE GARDEN (ft.h3h3 Productions) (PRANK) (GOTEEEEEM)". via YouTube. Retrieved on January 13, 2024.
5. ↑ TooDamnFilthy (April 5, 2016). "WOULD YOU RATHER". via YouTube. Retrieved on January 13, 2024.
6. ↑ h3h3Productions (January 22, 2016). "Ravioli Hungry Gold Digger Prank!! Ft. FilthyFrank". via YouTube. Retrieved on January 13, 2024.
7. ↑ h3h3productions (October 5, 2015). "Feeding the Homeless -- h3h3 reaction video". via YouTube. Retrieved on January 13, 2024.
8. ↑ H3 Podcast (May 22, 2017). "H3 Podcast #7 - Post Malone & Joji". via YouTube. Retrieved on January 13, 2024.
Earning Traits

## How to earn traits

There are two ways to earn traits while playing. The first comes from Magnus Plan.(named after the character of the player who came up with the idear)

The secont is through evolving traits where you can earn traits through leveling skills.(still under construction at the moment)

### Magnus Plan

To reward players who valiantly clears the streets of Corrupted and survives for an extended period, we will be issuing trait bonuses to the character.

These traits will not be refunded, nor will they be re-honored upon ANY KIND of death - you will have to earn them again. The rewards below are subject to change.

* 500 Kills - Begins chance for Desensitized
* 1000 Kills - Remove negative trait (least costly)
* 2000 Kills - Remove negative trait (least costly) + guaranteed chance for Desensitized
* 3000 Kills - Add 1 positive trait (RNG)
* 5000 Kills - Add 2 points for skills, remove 1 negative trait (least costly)
* 7000 Kills - Add 2 points for skills, Add 1 positive trait (RNG)
* 9000 Kills - Add 1 positive trait (RNG), remove 1 negative trait (least costly)
* 10000 Kills - Add 1 positive trait of your choice, awarded named favorite weapon according to character stats
* 12000 Kills - Add 1 positive trait (RNG), remove 1 negative trait (least costly)
* 15000 Kills - Add 1 positive trait (RNG), remove 1 negative trait (least costly), increased durability of named favorite weapon

You need to claim all of these rewards except getting Desensitized manually through making a ticket.

## References

1. ↑ https://discord.com/channels/1115275511476789289/1115275512131108966/1154121459573194914
2. ↑ https://discord.com/channels/1115275511476789289/1151606242075217940
3. ↑ https://discord.gg/yfDjEUXuEg
Sand

Sand Elementals have influence over sand, pebbles, gravel and dust

## Controlling Sand

#### Summoning and Influence

Sand cannot be summoned from nothing, but it can be created from the earth around the mage.

Sand is harder to control than the standard earth element because the mage has to remain in control of each individual grain of sand or it will fall. Focus is very important for this element.

Control over sand is mostly reliant on emotion because if the magi's emotions remain unchecked, then their influence over the sand will be weakened. Wilder emotions mean wilder results, usually ending in dust storms that can harm the mage and the people around them.

#### Abilities

An average sand mage can influence the movement, shape, and consistency of sand, gravel, small pebbles and dust, as well as otherwise manipulating them. While they cannot change the state of the grains of sand, they can pack them together so tightly that it can become a deadly projectile, or simply use the grains as mass waves of projectiles themselves. While a sand mage cannot manipulate stone or rock itself, they can pull them apart grain by grain to become sand or gravel. Sand magi can cannot manipulate metal in any way.

Higher level magi can also influence glass.

## Celestial

Celestial magi tend to have an easier time manipulating mass amounts of sand and gravel. They can create structures that last longer than their Daegonic counterparts.

Celestial magi can also manipulate glass to the extent of shaping it, as long as large parts of the glass are still together. They cannot make intricate designs or details.

## Daegonic

Daegonic magi tend to have an easier time manipulating pebbles and gravel as oppose to just small grains of sand and dust. They can also create bigger and stronger dust storms.

Daegonic magi can also manipulate glass to the point of shattering it, and manipulating the small shards that result. While they cant control big amounts of glass, they make small pieces do a lot of damage... sometimes to themselves.

## Patron Deity

Sand has no patron deity, but falls under the influence of Azalean and Morinkaun , the husbands of the earth. Azalean, is the deity of high peaks, plentiful valleys, and all creatures that step foot on the earth. Morinkaun is the deity of vast caves, rolling hills and the jewels of the depths.
Void

Void Elementals have influence over matter itself.

Void Magic is the most reliant on focus out of all the elements. Void magi must keep track of every atom, and this can often lead to massive destruction, self destruction, or the mage simply going insane.

#### Abilities

Objectively (if a void mage managed to survive childhood, training, and possible hunting,) an average void mage would be able to influence the matter around them. While they wouldnt have the master influence over any specific element that a master elemental would have, they would be able to move, shape, and manipulate anything that they could see or touch, depending on their training. High level void magi would be able to change one material into another by changing the component of atoms and such. Really anything would be possible with a high level void mage, their power is so raw that its immediately dangerous.

## Celestial

Celestials have an easier time moving and shaping matter while keeping it in the same state that it is in. Celestials cannot change the atomic structure.

## Daegonic

Daegonic void magi can change the atomic structure, though in doing so they run immensely high risks of doing the same to themselves. Changing the atomic structure requires the utmost focus and one atom in the wrong place can be devastating.

## History

Only four (human) void magi have ever lived past the age of 10, as most die a horrible death at the hands of their unwieldy magic very early on.

* The first succumbed to his own Magic at the age of 11 along with his entire neighborhood.

* The second bound her Magic after miraculously surviving an accident that wiped her entire college campus from existance, until the age of 40 when she fell from the Floating Islands of Gyle.

* The third was trained by the Forsaken until the age of 14 when she accidently killed themselves and half her faction with her Magic.

* The last bound their Magic until they were 29, when they willingly walked into the Greer realm and joined the ranks of the Forgotten.

Should a void or gravity magi's Magic solidify without killing them, measures are set in place to attempt to train them in a way that hinders their Magic so it cannot be used to cause mass devastation. If the mage reaches the age of 7 without this hindering training, an attempt to mute their Magic will be made. If the mage reaches the age of 13 without being hindered or muted, Hunters are sent to execute them.

## Patron Deity

Kosmyhr (KOZ-meer) is the deity of the Endless, the abyss, the push and the pull, and all that cannot be defined. He is the patron of both void and gravity disciplines. No one knows why he decided to entrust influence over these elements to sentients, but his distaste for humans has made itself known on more than one occasion. He has vowed to personally strike down any void or gravity mage that manages to become even remotely too powerful, by his discretion.
Fire

Fire Emblem

Fire Elementals have influence over fire and flames.

Control over fire is reliant on emotion and focus.

Emotion and Focus go hand in hand when playing with fire. A fire mage must keep their emotions in check whenever they are channeling their Makar. Like ice magi, they can also end up accidently channeling their Makar when experiencing strong emotions like great sadness, anger or happiness. Stronger emotions make their Magic wilder and unpredictable. Poor focus typically results in more unruly flames which are harder to gain influence back over.

#### Abilities

An average Fire magi can create sparks from friction, grow sparks into flames, influence flames to grow or shrink, burn hotter, cooler, brighter or more dull, throw fireballs, influence fire to spread, and otherwise manipulate flame.

The stronger the friction, the stronger the spark.

* Snapping is the most common way of summoning flames.
* Clapping and stomping are the most common ways for younger or less trained magi to summon sparks, as the bursts of friction are stronger and thus produce larger sparks which are easier to grow into flames.

Fire magi are not immune to flames, contrary to popular belief. While they can train specifically to enhance their resistance to fire, there is always the possibility of major or minor burns while performing big feats of Magic. Smaller flames are easier to keep under control but the larger the flame, the more focus is required from the mage.

## Celestial

In comparison to Daegonic magi, Celestial magi have a higher tolerance for heat and are less likely to be burned by their Magic, though the risk is always there. Celestial magi typically summon flames that burn brighter and hotter than Daegonic magi.

Celestial magi typically have normal orangey-red flames.

## Daegonic

In comparison to Celestial magi, Daegonic magi have a normal tolerance for heat, but are no more likely to burn themselves using with their Magic than a mortal, though the risk is higher with magical flames. Daegonic magi also tend to have more flexibility with friction when it comes to summoning sparks. While a Celestial mage must use their own body to summon sparks, higher level Daegonic magi can use other entities' friction to summon flames.

Daegonic magi typically summon flames that are a different color than normal fire.

* Flames summoned by a "blue flame" mage would burn blue, even with control is relinquished.
* Pre-existing flames will turn blue under a “blue flame” magi’s control, then return to their original color when control is relinquished.

## Patron Deity

No one knows what the deity calls herself, but she runs by many names amongst the peoples of Din and no one can seem to agree which name is the best. Her three most common names are Fyrous (FYE-rohs,) Phyrus (FYE-ruhs,) and Flyntaos (FLINT- ows). She is the patron deity of flames, warmth and all that burns brightly.
Ice

Ice Elementals have influence over Ice

## Controlling Ice

#### Summoning and Influence

Ice is created or summoned through the freezing of molecules, most commonly the water in the air.

Control over ice is reliant on Focus and Emotional Control, but Touch also plays a big part. Ice magi with loose emotional control can often end up accidently freezing the ground or items they are touching when they are feeling strongly about something. Like fire magi, they can accidently channel their Makar while experiencing great sadness, anger or even happiness, without meaning to.

#### Abilities

An average ice mage can create or summon ice (though the scale of the creation depends on the rank; higher rank = bigger/more ice,) shift and shape ice (creating temporary objects like items, weapons, armour or even casts, summon snow or ice storms, freeze entities, and otherwise manipulating ice.

Ice and frost are much easier to create when the mage is physically touching the entity that they are trying to freeze. While freezing and entity from a distance is possible, its more taxing and leaves the mage more likely to accidently freeze themselves.

Ice magi do not have the ability to thaw their own ice, but they can shift it so that is melts easier with time.

## Celestial

Celestial magi have a higher resistant to cold than other magi. While they are still susceptible to frostbite and cold burns, it takes longer to set in and is more easily avoidable.

## Daegonic

Daegonic magi have the ability to summon more ice and perform bigger feats, with the drawback that they don't have as much cold resistance as Celestials do. They run a higher risk of freezing their bodies while channeling their Makar for too long.
Bananacopter

## Description

The **Bananacopter**, a banana mounted on a helicopter equipped with two rocket launchers, has been dispatched by the Banana King to engage the monkeys. Additionally, it will pursue the player. Its initial appearance is in Level 1-4 and subsequent levels.

## Attack

**Bananacopter** intends to deploy a homing missile towards the player, which possesses a slightly higher velocity than the projectile of Bananazooka's bazooka.
Trading

## Information

Trading is a good way to make some copper. But dont forget to link your PDA after you joint the server or you wont get any money.

You can either sell your items to a NPC or Players.

* NPCs most times pay under market value and only buy a selected range of goods
* Player usually pay more than NPC but there is a chance of getting robbed

Here is a list what NPCs and players are willing to sell and buy. Item availability may depend on leadership of factions and/or your relationship with them.

**How to use this list**

**If there is a value unafiliated can sell it. If there is only a faction name that faction can buy it at a higher price.**

The list is not always up to date.

### **This got updated on 20.11.2023**

Comunication
 WalkieTalkie3
 WalkieTalkie4
 WalkieTalkie5

Drugs
 Psycho
 MedX
 Cateye

Litterature
 ComicBook
 Book

Tabacco
 CigarilloPack
 CigarPlus
 MSCigaretteCarton
 MSCigarettePack

Tools

also Ammo
"Base.4gShotgunShellsBox"] = { {price = 210, faction = {"Loner"}} },

["Base.10gShotgunShellsBox"] = { {price = 210, faction = {"Loner"}} },

["Base.20gShotgunShellsBox"] = { {price = 210, faction = {"Loner"}} },

["Base.ShotgunShellsBox"] = { {price = 210, faction = {"Loner"}} },

["Base.Bullets22Box"] = { {price = 200, faction = {"Loner"}} },

["Base.223Box"] = { {price = 500, faction = {"Loner"}} },

["Base.3006Box"] = { {price = 150, faction = {"Loner"}} },

["Base.308Box"] = { {price = 550, faction = {"Loner"}} },

["Base.Bullets357Box"] = { {price = 150, faction = {"Loner"}} },

["Base.Bullets38Box"] = { {price = 150, faction = {"Loner"}} },

["Base.Bullets380Box"] = { {price = 100, faction = {"Loner"}} },

["Base.410gShotgunShellsBox"] = { {price = 150, faction = {"Loner"}} },

["Base.Bullets44Box"] = { {price = 150, faction = {"Loner"}} },

["Base.Bullets45Box"] = { {price = 250, faction = {"Loner"}} },

["Base.545x39Box"] = { {price = 400, faction = {"Loner"}} },

["Base.556Box"] = { {price = 550, faction = {"Loner"}} },

["Base.50BMGBox"] = { {price = 850, faction = {"Loner"}} },

["Base.762x39Box"] = { {price = 500, faction = {"Loner"}} },

["Base.762x51Box"] = { {price = 500, faction = {"Loner"}} },

["Base.762x54rBox"] = { {price = 500, faction = {"Loner"}} },
## Buying

Items that NPCs are willing to sell.

Still work in progress

Clothing
 Orange | 4k | 5k | 5k

Equipment
 Orange | 4k | 5k | 5k

Food
 Orange | 4k | 5k | 5k

Literature
 Orange | 4k | 5k | 5k

Medical
 Orange | 4k | 5k | 5k

Materials
 Orange | 4k | 5k | 5k

Miscellaneous
 Orange | 4k | 5k | 5k

Weapons
 Orange | 4k | 5k | 5k
Heat

Heat Elementals have influence over temperature of any object or entity

## Controlling Heat

* Must be a direct line of sight
	+ Can be the cause of fire or ice, but has no control over said flames or ice
	+ Reliant on focus/line of sight
	+ Requires tons of training, or the intended temperature changes could be applies to the “caster” instead

## Patron Deity

No one knows what the deity calls herself, but she runs by many names amongst the peoples of Din and no one can seem to agree which name is the best. Her three most common names are Fyrous (FYE-rohs,) Phyrus (FYE-ruhs,) and Flyntaos (FLINT- ows). She is the patron deity of flames, warmth and all that burns brightly.
Stylus Wiki

**Welcome to the Stylus Wiki!**
All about the magical world in Stylus' head

## Characters

Jason Aequoreus

Mike Rabiu

Reese Griffen

David Scorn

Cora Woods

Casey Brant-Altaha

## Races

Elves

* Wood Elves
	+ Snow Elves
	+ Sea Elves
* Stone Elves (Dwarves)
* Dawn Elves
* Dusk Elves
* Elemental Elves

Beastfolk

* Canynes
* Felynes
* Argynes
* Bovynes
* Avians

Cyclops

Tauri

Centurions

Titans

Dragons

Mermaids

Nymphs

## Significant Items

placeholder

FAQ
Meilis

> "HOW ABOUT YOU GET OFF MY HARBOUR, YOU BITCH!"
>
> Meilis to Anchorage Buoy.

* INK 3
* INK 1

Meilis is a female contestant who competed in seasons, INK S1 - Original Season and INK S3.

## Appearance

Meilis appears to be a vertical envelope with a red defaced "[TOP SECRET]" text on the top right side. She appear to have a long and spiked white paper ponytail and side bang. She also appears to be wearing a basil-colored beret cap with two gold piercings on it. She also has yellow eyes.

## Trivia

* She was featured in Enchanted's INK: Collided World: Recom Harbor.
* She is currently a harbour master who currently owns a port and the leader of a group alongside Islandy, Warp Pipe, AlarmForce, Finny and Anchorage Buoy.
* She was originally in an old canceled series by Inkii called, "Tap N' Folder"
Manual Magic

Manual Magic is the second most common of the three types of Magic, taking up about 30% of the Magic population. Manual Magi have influence over Entities such as themselves, other living creatures, or items.

Influences over Manual disciplines:

* Channeling
* Summoning
* Movement
* Contact
* Focus/Concentration applies to all disciplines

## FAQ

#### Can an ambidextrous Mage influence one Discipline and also learn an Element?

No, ambidextrous Magi always have both side of their magic in the same category (two elements or two disciplines.)
Win Token

Win Token is a male contestant who competed in INK 6 - Out of Time! and is currently competing in INK Camp S1 - Artist Season.

## Win Token

* INK Camp S1
* INK 6

## Section Header

### Placement(s)

INK 6 - Out of Time! - 6thINK Camp S1 - Artistic Season - N/A

## Appearance

### INK S6

Win Token appears to be two dimension with the green engraving labelled as "WT", standing for Win Token.

### INK Camp S1

Win Token now appears to be a three-dimensional shaped green coin with what appears to be blue rimmed goggles with orange tinted glass. His engraving is now white instead of black and his face is now colored blue.

#### Neptunian Tears

His engraving of the letter "W" is now overlapped by a yellow cresent, now deeply attached to the token. and his goggles now have different varieties of a cresent moon and stars. His face is now changed back to black for this variant.

## Trivia

* Win Token is inspired from Battle for Dream Island's Win Token.
* He was one of the 5 other competitors that have turned into Apostates.
* According to Shocky, Win Token would sound like Darwin Watterson.
* Win Token's age is constantly manipulated with Shocky stating that: "in some entries he's 12 and in some entries he's 18."
* Win Token may currently be dating Choccy Fishie.
* His Neptunian Tears variant can manipulate any bodies of water.
Chaîne

Les chaînes sont un peu étranges à comprendre au début et n'ont pas beaucoup d'utilité en dehors des objets spécifiques ou de la maîtrise Marksman dont le gameplay tourne autour de la mécanique.

Les chaînes sont créées en appuyant/cliquant sur des cellules de même valeur de manière répétée. Cela peut être lors de l'ouverture de cellules ou lors de l'accord. Le ramassage des objets n’affecte en rien votre chaîne. La valeur d'une chaîne est simplement la cellule de valeur sur laquelle vous cliquez, la longueur de la chaîne est le nombre de cellules de valeur sur lesquelles vous avez cliqué et la somme de la chaîne est le nombre que vous obtenez lorsque vous ajoutez toutes les valeurs sur lesquelles vous avez cliqué dans la chaîne. . Si vous accordez une cellule avec une valeur de 3 à 2 tours d'affilée, vous obtenez une valeur de chaîne de 3, une longueur de chaîne de 2 tours et une somme de chaîne de 6. Vous pouvez voir toutes ces informations et bien plus encore en survolant votre avatar.

Surcharger les cellules et utiliser des accords pour supprimer chaque cellule cachée 1 par 1 est généralement le moyen le plus efficace de créer des chaînes. La valeur de la chaîne est déterminée par la valeur de la cellule sur laquelle vous avez cliqué.
Calcium

> "I...haven't felt this in a while...like the elemental properties in the universe are shifting...
>
> Calcium

Calcium is a male contestant who competed in seasons, INK 2 and 3.

## Calcium

* Calcium2023
* CalciumINK3
* CalciumINK2

## Section Header

### Placement(s)

INK 2 - Nightly Season 9thINK 3 - Sea-son 16th

## Appearance

### INK 2-3

Calcium appears to be a sky blue square with all the elemental properties of Calcium.

### 2023 Redesign.

Calcium appears to be a pale lavender square with only the name of the element, the abbreviation of the element, and the atomic number 20. He appears to be cracked on three corner with the southeast side being chipped.

## Trivia

* Calcium is currently dating Motherboard on a Tablet.
* He appeared in Enchanted's INK: Collided World.
* He was originally an emergency character just in case Inkii ran out of ideas for an original character.
Light

Light Elementals have influence over both light and shadow.

Control over light is reliant on sight, movement and focus. A light Mage can be rendered powerless by simply blinding them. If they can see light, they can utilize it.

#### Abilities

Light magi can harden and shape light into entities- most commonly weapons- and otherwise manipulate light. While living entities could be shaped, they wouldn't have their own will and would simply be a puppet for the Mage.

Light is one of four elements with healing properties, falling into the more magical side of things.

* Light magi can heal others through touch, pulling the energy needed to naturally heal the wound from their own being.
* They can also heal from a distance, though this is much less effecting and taxing from both parties; healer and target.
* The physically, mentally and magically stronger they are, the longer or more they can heal, but eventually they will exhaust themselves.
* Other healing elements are Water, Blood, and Bloom.

## Celestial

Celestial light magi have the ability to conserve light and keep it inside their soul without using Makar. They can later pull the light from their souls to use later, perhaps in a location that does not have a light source. However, once this light has been used up they cannot create or conserve more until a new light source is available.

Celestial magi cannot influence shadow.

## Daegonic

Daegonic magi also have the ability to influence shadow, thought not to the extent of a shadow Mage

* Shadow cannot be created, but can be 'grown' (repeatedly pulled from itself.)
* Shadow is reliant on movement and emotion, rather than focus.

Daegonic magi cannot use their Magic to conserve light for long periods of time, it slowly "leaks" out of them.

## Patron Deity

Lucrys (LOO-kreez)

They are the deity of the seen and the unseen, the sun beams and all that glimmers in the moonlight
Reavers

### In-game objectives

The Reavers exist to make life miserable for those who do not have the backing of a faction, and they will often rob and humiliate those who don't pay their protection bribes. They throw the wildest parties fueled by alcohol and drugs. They are territorial and seek to dominate the highways.

The Reavers represent the chaotic underbelly of a post-apocalyptic world. Rejecting civilization and its mores, they believe that power and freedom come from embracing the chaos and ruthlessness of the new world. There's no room for sentimentality; only the strong survive, and the Reavers intend to be the strongest

### Identity

Born from the anarchy of a collapsed society, the Reavers are chaos personified. Assembled from the world's worst miscreants, these bandits, criminals, and degenerates have found unity in their shared lawlessness. Together, they roam the streets, preying on the weak, asserting dominance through raw might, and reveling in the freedom that comes from a world without rules.

To fuck with one Reaver is to incur the wrath of the entire horde. Not out of affection, but out of a deep-rooted code of vengeance and mutual protection. Every member bears a brand, a permanent mark of their allegiance. This brand is both a badge of honor and a chain that binds; once a Reaver, always a Reaver.

Roaming the ruins of the world in makeshift vehicles, their operations are swift and ruthless. Their weapons, often cobbled together from scavenged parts, are as unpredictable as the Reavers themselves. They strike with abandon, leaving trails of devastation, and move on before any semblance of order can respond.

The Reavers' code is simple: Take by force, defend what's yours, and leave destruction in your wake. While they don't believe in rebuilding or restoring the old world, they fiercely protect their territories and ensure the world remains as fragmented and chaotic as they prefer.

### Perk: Bullet Protection

**Description**

The Reavers are renowned masters of metallurgy, and their faction-specific armor reflects their exceptional craftsmanship. As a result, Reaver faction armor provides a subtle yet significant boost in resistance compared to armor from other factions.

**Effect**

All tiers of faction-specific armor, exclusive to the Reavers, are fortified with an additional 10 points of bullet resistance. This enhancement not only makes Reaver armor more resilient to firearms, ensuring that wearers can withstand more punishment in the heat of battle.

**Limitations**

Power Armor value only increases by 5 to prevent making the player completely bulletproof.

## Trading

Items they have available for sale:

*Note: item availability may depend on leadership and/or your relationship with them.*

## References

1. ↑ https://discord.com/channels/1115275511476789289/1142413082040225832
Blood

Blood Elementals have influence over blood.

Control over Blood is heavily reliant on focus.

Almost no movement is involved when controlling blood. This element is so reliant on focus, that any stray thought could result in a ruptured vein or burst capillaries of the mage, though usually it takes more than just a single thought. Emotions also play a minor part in influence over blood as wilder emotions tend to result in more unruly Makar.

* Typically faster to heal than others
	+ Effects humans, animals, and creatures (not plants or deities)
	+ Healing properties (a more biological healing Magic)
	+ Needs a very good understanding of anatomy to put their Magic to practical use

#### Abilities

An average blood mage can influence or even freeze the flow of blood, control the movements of living entities who have blood coursing through them (sap and blood adjacents are not affected,) and otherwise manipulate blood.

Blood magi typically heal faster than other magi.
Blood is one of four elements with healing properties, falling into the more biological side of things.

* Blood magi can heal others through focus, forcing red and white blood cells to double, clotting the blood, etc.
* They can also heal from a distance, though this requires a lot more focus, as blood is harder to control the farther away it is.
* Blood is the better of the two biological healing elements. magi who have a better understanding of anatomy and biology have an easier time using their Magic to heal, but any blood mage can get a handle on it.
* Other healing elements are Light, Water, and Bloom.

## Celestial

Celestial blood magi can only control the movements of humans and animals, but they don't have to focus as intently when influencing them.

Healing also comes more naturally to Celestial magi.

## Daegonic

Daegonic blood magi can also influence the blood inside creatures, rather than just humans and animals.

## Patron Deity

Clovmyrus (klov-MEER-us) is the deity of beating hearts, leveled battlefields, and all whose blood spills with sacrifice. She is also the patron of Sacrifice and Bloody Battles
Magic System

Magic is housed in many Humans, Animals and all Creatures and Deities. It was created by the Celestials, shaped and maintained by the Daegons, then gifted to the world.

Magic acts as its own entity; when untrained it is wild and unpredictable. The more power you have, the more likely you are to hurt yourself and others.

Using Magic is like using your muscles; there is no beginners luck. Magic must be trained intensely to become usable in a practical way. The more you hone your Magic, the bigger feats you can conduct.

Modern technology and machinery do not operate well with Magic. Electricity can be easier to work with, but the rest will cause technology to freeze, run incredibly slow, or even fry itself all together. Makar and Technology don't mix.

#### Ways to obtain Magic:

* Your soul is chosen by a Celestial or a Daegon and you are born with it
* You are gifted Magic by a Celestial (Daegons cannot gift magic)
* You are possessed by a Deity
* You are cursed by a Deity/Item
* Magic is inherited by your parents

#### Types of Magic:

* Elemental Magic
	+ Elemental Magi influence the world around them.
	+ Mage has influence over 1 of 16 elements
* Manual Magic
	+ Manual Magi influence themselves or Entities around them.
	+ Mage practices 1 of 20 Disciplines
* Versatile Magic
	+ Versatile Magi are the Jacks of all Trades
* Grym Magic
	+ Considered the "Dark/Shadow/Chaos" Magic of this world.
	+ Widely frowned upon or wary of.

### **Important to note**

When using magic during combat, in most cases, it can be compared to a game of rock paper scissors (for example: water will usually beat fire.) In other cases, it comes down to who uses their magic more efficiently. If all Magi are the same rank, it does not matter which magic is in play, they are all the same strength.

Temporary links:

Elemental Magic

Manual Magic
Azalean

Azalean (ahz-ALE-ee-en) and Morinkaun (mor-in-KAHN) are the patron husbands of the earth. Their daughter, Yaoshyni, is the patron deity of the bloom element.

Azalean is the deity of high peaks, plentiful valleys, and all creatures that step foot on the earth.

## Overview

### Influence

High peaks, plentiful valleys, and all creatures that step foot on the earth
King Tongue Wiki

**Welcome to the King Tongue Wiki!**

**King Tongue** is a complimentary mobile arcade game developed by Ankama, in which the monkeys have been attacked by bananas. the king of the monkeys "King Tongue" emerges as the savior of the monkeys from the banana onslaught.

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

Important Pages:

Monkey Squad (Playable Characters)

*Need help building out this community?*

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

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

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

Electricity Elementals have influence over electricity.

## Controlling Electricity

#### Summoning and Influence

Electricity can be generated from the mage themself, or from entities around them. Most often a mage will draw from surrounding entities, since pulling the energy from themselves will tire them out faster, or, if they over drawn, damage or kill them.

Magi have been known to injure themselves and others very easily with this element as electricity is incredibly hard to control in moderate and large amounts. Depending on the vessel the mage pulls from it could become more difficult to manipulate as well. Pulling from a battery or a machine is easier while pulling from generators, living things, or even lightning itself is much harder.

As a rule, Magic generally does not combat well with modern day technology and machinery. Electricity Magic is the only known exception, though its still difficult.

#### Abilities

An average electricity mage can influence electrical currents, change the direction and frequency of the currents, and otherwise manipulate electricity.

Electricity magi operate almost 90% of the time through direct contact. Whether it is the vessel they are coursing electricity through or the electric current itself, they need to be touching it.
Air

Air Emblem

Air Elementals have influence over air

## Controlling Air

#### Summoning and Influence

Air cannot be created, but it can be influenced as long as the mage can breathe.

Control over air is very reliant on movement, though emotion plays a role as well. The bigger or sharper or stronger the movement, the bigger or sharper or stronger the display of air, attack of defense.

Air magi also have the ability to create sounds with their Magic, and many musical professions have sprouted from air magi.

#### Abilities

An average air mage can control the speed, direction, and shape of the air, as well as otherwise manipulating the element. They can also "harden" the air to create shields or walls that can be used to deflect attacks, or as attacks themselves.

Air magi do have the ability to manipulate steam, but not because their influence reaches to the moisture in the air. They can simply move the air molecules around the moisture to manipulate the steam around. This goes for smoke and dust as well. Air magi are often mistaken for having telekinesis, but this is because they can influence the air around objects to make them float or move around. The higher the rank, the stronger the air Magic is, and thus the bigger objects or entities can be moved.

Air magi can also fly by manipulating the air around their bodies to propel them through the air. This is a red level ability, though magi start learning the basics of how to do this around late yellow ranks.

## Patron Deity

Vyntus (VIN-tus) is the patron deity of air and wind. He prefers his feral form, a wyvern, over his humanoid form. He does not often leave Gyle's skies, dissipating into breezes when he is tired. He is the deity of Warm breezes, fallen feathers, dark clouds and all that falls from the sky.
Stealing Hearts, Saving Lives Wiki

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

## Important articles

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

*Need help building out this community?*

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

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

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