recursal/Fanatic-Fandom huggingface dataset:
Montova III

## Overview

Montova III is a planet on the edge of the Agrarian Andon sector. With a natural atmosphere, decent reserves of natural resources, and no sapient life, this planet was chosen as the ideal place to set up a post monitoring the Bing Collective. While the Bing express no desire to expand, a combat-ready outpost was set up to act as an early warning system if that desire were to change. The planet itself is heavily forested, with a significant spread of wildlife.

## Cities

### Lighthouse HQ

The main facility where the observation of the Collective’s outer perimeter takes place. Equipped with high-powered telescopes, surface-to-air missiles, and a detachment of automated combat ships. HQ acts as the brain of the operation, with only significant personnel typically allowed on-site.

### Antar Division

A military-sponsored community, constructed on the planet’s surface and meant to house troops awaiting deployment. As very little has happened beyond the occasional explorer getting lost near the Collective’s border, a large portion of this town is currently unpopulated and inactive.
Ted the Tavernkeeper

## Description

Ted works in his tavern, where he sells food to players.

## Lore

Ted was a chef from a young age. He had always loved the kitchen, making all kinds of meals. One day he decided to start selling his food. It became so popular that he opened his own restraunt! His restraunt grew in popularity, until eventually his restraunt became so popular someone offered to buy it for a huge sum of emeralds. He accepted the deal, and settled for owning a tavern in a quaint little town.

## Trades

1 QuackCoin -> 16 Bread/Baked Potatoes/Pumpkin Pies

1 QuackCoin -> 8 Cooked Beef/Porkchops

1 QuackCoin -> 10 Mutton

1 QuackCoin -> 12 Cooked Chicken/Rabbit

1 QuackCoin -> Rabbit Stew

3 QuackCoins -> A Golden Apple

5 QuackCoins - > A Cake

## Location

Ted is located in his tavern at 254 90 -191

## Included In

MineQuack 2

MineQuack 3
Grenadad

## Overview

Grenadad is a border world between the Andonian Empirical Civilizations and the Trade Nations of Imar. It is often considered a slum planet due to poor quality of living from many previous conflicts and battles which took place on the planet. It has a high civilian population and density, with the two primary groups of people being Grankarian and Andonian civilians.

## Cities

### Skavania

The more well established and maintained of the cities on Grenadad, Skavania is a high population density metropolitan city. Most business a spacer will have on the planet will take place in Skavania, but is most likely being less than above board.

### Hikmouth

More slummy and poorly taken care of, Hikmouth is a sprawling city of sheet metal and wood buildings housing low income civilians, with any business here being fairly local, or getting supplies to low income peoples.
Toa Hukapapa Papu Anteverse

NOTE: This arcticle is a stub. Help us expand our arcticle immediately!

### Allies

Toa Anteverse, Toa Ash Whakaito Anteverse, Anteverse Ga-Tohunga, Anteverse Kaiju

### Domain

Arctic Ocean of the Anteverse, Arctic Oceanic Basin, Anteverse

### Debut

Disney/Miramax's BIONICLE: Anteversal Dream (upcoming)

"I am the fluffiest of all tribe members of Wairua o Te Arctic." - Toa Hukapapa Papu Anteverse

Toa Hukapapa Papu Anteverse is a category V Toa Anteverse and a Tribe member of Wairua o Te Arctic which she was first appeared in the upcoming Disney's First Ever PG-13 Rated Animated Feature film, BIONICLE: Anteversal Dream. She was seen, rampaging in Ninjago City and crushed several buildings and abducted several humans, herosapiens, and pygmy herosapiens. She is also one of the fluffiest tribe member of Wairua o Te Arctic ever

seen.

## Biology

Her hair is longer than a polar bear and have a permanent hexapedal locomotion mutation which is capable of walking all 6 limbs are 4 arms and 2 legs. Her 4 children are slept inside her womb and Takes care of her Quartlets, having their fur not grown until fully developed while Hukapapa papu was pregnant, having her insulated slim that can keep her body warm and can withstand against extreme cold temperatures.
The Andon

## Stats

+1 to beef, brain, charm, psychic, reflex.

12 to hit value

10 ft per second move speed

The Andon hail from the planet they call tera. Their culture is very similar to that of earth, altho cultures being tied to countries and in some cases ethnicity has long since begun its fade from commonality after the expanse of Andonian presence throughout the galaxy. The primary cultures remaining are Ansion, Indalo, Indalo-bekarian, and Euan. They first began interstellar travel in the galactic year of 5,000.

The first sapient species encountered by Andons were the Shumarian, from the planet called Unglanshi by the the Beew, who were the first species to encounter the Shumarians, but was previously categorized as Ransom delta 4. The primary reason they could tell the Shumarians were sapient was because they communicate telepathically, allowing a complete bypass of the language barrier. Through the meeting of the Shumarians they were led to meet many other species who the Shumarians had happened upon for the same reason the Andon had.

## The Andonian Empire

One of the major players in Galactic expansion, The Andonian Empire and related groups dominate many of the clusters in the galaxy.

### Empirical Andonian Civilizations

The most politically influential cluster under Andonian rule, the EAC is the cluster of Andonian origin, with Tera serving as the seat of the empire. Historically Ansion ruled, it is very reminicent in its aesthetic to ancient Rome, with a senate and a king as the primary form of government.

### Euan Princepality

The Euan principality is the second most influential cluster governed primarily by Andon, it is under rule by a lineage of Princeps' on the Empirical senate as the head of the pricepality. It also notably has a chokehold over The Barren, often causing trouble in trade and supply flow to them. It is aesthetically closer to medieval english, with itself only a Princeps and their royal family in power.
The Arborn

## Stats

+2 Psychic, -1 Reflex, -1 Charm

5 ft per second move speed.

12 to hit value

Telepoly: Telepathy regardless of language

Botany: Advantage on identifying plants

## Abilities

The Arborn's psychic power comes from their roots. They share images and ideas telepathically. They can speak with anyone regardless of language. Arborn can subsist on meat and soil as well as synthesize sun light.

## Description

The Arborn can range from 4-6ft in height and weigh about a ton. They can live to be 150 years of age. With no head, they house their many amber eyes in their chest; and a translucent pitcher plant in their mid section. They have charcoal colored bark with long twisting vines for limbs. Finally a colossal flower on their backs which petals form, can change due to environment and emotion.

## History

Long ago during their planets creation the first seed was planted in its core. After millennia a tree grew to touch the stars. A vast and powerful life form that supported the ecosystem of the entire planet. After a Great War against the largest fauna of the planet, The Zenith Beast; The tree fed on its flesh and bore fruit. When the fruit fell. Seeds were planted deep in the ground. And from those seeds grew the Arborn.

## Society

A Red Sun awakes the jungles of Obaeta. Lush moss and leaves line the wooden spires. Chirping and cackling fill its soil streets. And all lie in the magnificent shade of a colossal tree. Its children the Arborn, Sow and reap the planets bountiful harvest. The Arborn are the gardeners of the universe. They are extremely adept at botany, farming, genetic engineering, and ecology. They use their genetic engineering to grow their technology. The main goal of the Aborn is to plant their seeds all through out the cosmos. Their biome and terrariums are some of the most complex and self sufficient in all the universe. Arborn do not have traditional families, and are instead raised by their collective. The Arborn are a relatively new species to the galactic federation; flying under the radar of civilization observation of possible candidates for some time. That was up until they had launched their first spacecraft.

## Culture

The circumstances of their birth provided the Arborn with the intellect and tools necessary to advance at lighting speed. However unlike most societies their culture was not created at the same rate. They're are still devolving art, sports, etc. Although they have no need for it themselves, they do have tools like names and a writing system to help other species communicate with them. Names are often given to Arborn by coworkers, friends, and colleagues. They tend to be names of local flora, endearing nicknames, or what they do. Examples: Birch, Sap for Brains, Straight Shot
Lively Cloud TTRPG Wiki

**Welcome to the Lively Cloud TTRPG Wiki!**
Lively cloud is my sci-fi tabletop rpg system/setting

For the fools helping me with lore and gameplay design on this project, feel free to make pages and add links to them, just make sure to let me know when you do and what you are doing.

## Gameplay

Character Creation

Classes

Gameplay Mechanics

Items

Player Characteristics

Ship Roles

Ships/Vehicles

Weapons

## Lore

Brands/Manufacturers

General Lore

Planets

Sectors

## Species

Entity Index

Player Races

## Images

The lively Cloud galaxy, with labeled clusters

*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.
Gunsmith Crafting Table

## Crafting Rules

### Overview

When crafting a gun, there are several components necessary to make a functional firearm, and several more to make an effective one. The list of component types that a gun can have is: Receiver, Barrel, Stock, Sight, Grip, Magazine, and Miscellaneous.

To create a functional firearm, a gun must have a Receiver and a Barrel. A gun is limited to one of each component, with the exception of Miscellaneous components, which are limited based on the region of the gun to which they are attached.

### Point Cost

Each gun has a total number of points determined by the point cost of all of its components. To create a stable firearm, that point total must be equal to or below 2 x your Gunner level.

### Instability

A gun that exceeds the maximum points afforded by your Gunner level is considered Unstable. It functions normally based on its components, but is subject to additional rules based on how many points over the maximum it is. The Instability table below shows when additional Instability effects take hold, and on what rolls these effects occur.

Instability
 4+ points over
 7+ points over
 10+ points over

Jamming: When this effect triggers, your gun jams. This requires you to spend 2 seconds unjamming your gun before you can fire it again.

Misfiring: When this effect triggers, your gun misfires, dealing half its regular attack damage to the user.

Component Break: When this effect triggers, a random component of your gun ceases to function. You do not gain the benefits of that component until the end of combat OR until you spend a full turn jury-rigging your gun. If the broken component is the Barrel, your gun's Accuracy Modifier becomes -4 (regardless of additional bonuses). If the broken component is the Receiver, the gun is unusable until combat end or jury-rig.

Gun Break: When this effect triggers, your gun suffers irreparable structural damage and explodes violently, dealing 6 damage to the user. The resulting wreckage can be salvaged out-of-combat. To salvage, make a Tinkering check with a DC of 20 - 1/4 your Gunner level (minimum 1, rounding down). Upon a success, you recover a percentage of the gun's total component cost based on the amount the check DC was exceeded by.

Salvage Amount

## Components

### Receivers

\*Dictates what weapon this gun counts as for the purpose of Gunner's Favorite Weapon Type.

### Barrels

Components
 Range Barrel
 Fire rate Barrel

### Stocks

Components
 Moderate stock
 Advanced stock

### Sights

Components
 Precision scope
F1 Classics

***F1 Classics*** is a subsection of the F1 2013 game that allows players to interact with the classic F1 cars present within both the standard version and its DLC/extended edition. The subsection features the titular classic cars, classic circuits, as well as grand prix, time trial, time attack, and scenario modes, which make use of the classic cars and circuits. F1 Classics is split into two parts, the 80's, which come with the standard version, and the 90's, either purchasable as standalone DLC or included with F1 2013: Classics Edition. Commentary in the F1 Classics modes is provided by well renowned F1 commentator Murray Walker.

The F1 Classics subsection is accessed from the main menu of the F1 2013 game. Upon entering, a different theme song from the main menu theme starts to play, in a style that is reminiscent of the 80's and 90's era that F1 Classics features cars and circuits from. The loading theme within F1 Classics is also different to the regular loading theme. While in F1 Classics, the HUD and colour palette will be changed to a period-correct, retro-style one, depending on which era of car the player is driving, which replaces the standard modern-style HUD and colour palette when driving the modern cars, though both these options can be turned off.

## 1980s content

The 1980s content of F1 classics is included for free with the F1 2013 standard version. It includes five classic cars from the 80's with ten drivers, two classic circuits, and three scenarios involving the classic cars and circuits.

### Cars

 1986
 1988
 1988
 1988
 Damon Hill

An additional free classic car, Niki Lauda's 1976 Ferrari 312 T2, was added in September of 2013 as part of the cinema release of the movie Rush, which in which it is prominently featured. It is unlocked by linking the F1 2013 game to a Racenet account. This car can only be used in the time trail game mode.

## 1990s content

The 1990s content of F1 classics is either purchasable as a standalone DLC for the standard version of the game, or comes bundled with the F1 2013: Classic Edition version of the game. It includes six additional classic cars with twelve drivers, two additional classic circuits, and three additional scenarios involving classic cars and circuits, on top of the 80's content.

## Achievements

Three achievements are able to earned by playing through F1 Classics.
F1 2013

***F1 2013*** is the fifth video game in the series, and also the fifth consecutively, to be developed and published by Codemasters. The game was released in October 2013 for Microsoft Windows, Playstation 3, and Xbox 360 in both physical and digital versions, with the exception of the Mac OS X which received its release of the game in 2014.

F1 2013 is largely an updated version of the previous entry F1 2012, featuring the cars and circuits from the real-life 2013 Formula 1 season, slightly updated visuals and menu interface, a partially updated soundtrack, improved AI, a higher AI difficulty level, the return of grand prix mode, and the major addition of F1 Classics.

The game was previously purchasable from the online store Steam, however it was withdrawn on 1st January 2017, likely due to license expirations.

## Game Modes

F1 2013 includes to following game modes:

* Grand Prix\*
* Career
* Season Challenge
* Scenarios\*
* Time Attack\*
* Time Trial\*
* Online Multiplayer

\*Signifies that the game mode is also available in F1 Classics.
Research and Development

***Research and Development***, frequently shortened to R&D, is a feature present in a number of games that allows for upgrades to be applied to a vehicle that change its handling characteristics. R&D is limited to the Driver Career game mode of games in which it is present. As it allows for changes to vehicle performance, this allows variation to a team's relative position either up or down the field and prevents a stagnation of gameplay long term in the Driver Career game mode.

## Codemasters Era and onwards

### F1 2016

F1 2016 introduced an expansion to the previous implementation of R&D. Players were now given the opportunity choose what upgrades to apply and when they did so at whatever time they wanted, as long as it was available and they had necessary amount of Resource Points to purchase the upgrade. The upgrade to the R&D system for the game also included a new visual approach to showing upgrades, now resembling a simple branching system, with five branches and five upgrades per branch. The five upgrade branches are Engine Power, Fuel Efficiency, Chassis Weight, Downforce, and Drag.

The performance gain from each upgrade also varies by team, with teams such as Sauber and Manor, which start with lower vehicle performance gaining more performance than a team with higher starting vehicle performance like Mercedes or Ferrari for the same upgrade.

### F1 2017

F1 2017 expanded upon the changes to R&D brought about by F1 2016. The five linear branches from the previous game were replaced by four main branches, now called Departments, with several sub-branches within them. The four Departments are Aero, Engine, Chassis, and Durability. Upgrades were further divided into minor and major upgrades, and each Department also has smaller upgrades that reduce failure chance for an upgrade and reduce the time needed to develop an upgrade within that Department. A visual upgrade to the R&D branches makes it look more like a "tree", with the branches now branching away from a central point rather than the five linear left-to-right branches of the previous game.

### F1 2018

F1 2018 slightly expanded on the R&D compared to the previous game, with the only major change being that there is now a chance for a Rule Change to occur between seasons in the Driver Career, which has the potential to reset all upgrades that have been applied to the car in one or more Departments. Teams have to spend their acquired Resource Points to modify their unlocked upgrades to be "legal" for the next season, and failing to do so before the end of the current season will remove the upgrade from the team, and it will need to researched over again. All upgrades completed after the announcement of a Rule Change for the next season are considered "legal" and do not need to updated.

F1 2018 and every game beyond has retained the same R&D style as that in F1 2017, with some minor tweaks to the interface, which upgrades are available, and the positioning of upgrades within the R&D "tree".
F1 Games Wiki

**Welcome to the F1 Games Wiki!**
The F1 Games wiki is place to catalogue official Formula 1 (F1) games and the content found within them, as well as officially licensed F1 content from non-F1 focused games.

*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.
Evaluation Test

The ***Evaluation Test*** is a feature present in F1 2014. Its function is to serve as a gauge for player skill, and upon completion a recommended difficulty will be presented to the player. It replaces the Young Driver Test previously featured in F1 2012 and F1 2013. It can be repeated at any time.

## The Test

The test is located in the "career" sub-menu, alongside Season Challenge and Career modes. Upon selecting the test from this sub-menu, the player is given the option to choose between four teams, Mercedes, Red Bull, Ferrari, and McLaren. The player is then set into their chosen team's car on the Monza circuit, with two cars ahead of them and two cars behind them, and is instructed to complete one racing lap.

Depending on how well the player does compared to the other four drivers on track, and what team/car they chose to complete the test in, the game will then present a recommended difficulty setting for the player to choose, although they may continue using any previously selected settings or change them from this screen.

## Achievements

Two achievements are able to earned by playing through the Evaluation Test.
Workers

## How Jobs are Assigned

The proximity of housing and jobs is irrelevant. Jobs get automatically assigned to unemployed axonauts in turns across all buildings on a moon. This means that there will be 1 worker assigned to every building before any building receives a second worker. Consequently, larger buildings that require more manpower will lose workers (or receive only partial manning) before smaller buildings when there is a worker shortage. Buildings that are not fully manned have lower efficiency and will have a floating yellow worker icon above them. Buildings with no workers assigned will have a red worker icon above them.

## Limiting Jobs

All buildings (except housing) have an employment tab. On this tab are a "+" and "-" button that can be used to limit the number of workers that can be assigned to the building. Limiting the number of worker slots of a building will reduce the building's efficiency. Buildings with reduced worker slots will have a floating blue worker icon above them.

## Priority System

The employment tab also allows you to set an individual building's priority for workers. By default, all buildings have normal (= button) priority. Using the down- or up-arrow buttons, the building can be set to low or high priority, respectively. All buildings with a high priority will receive ***all*** of their workers before normal priority buildings receive workers, and all normal priority buildings will receive ***all*** of their workers before low priority buildings.

## Building Efficiency

A building's production efficiency depends on several factors: the theoretical daily maximum production, the proportion of the required workers assigned, and losses from pollution. Unlike many city builders, the proximity of housing to the building does not matter.

### Theoretical Production

The theoretical production is the one displayed in the building creation screen. It can also be reviewed by hovering over the small **i** icon in the upper right corner of the title bar of the building's information screen. The maximum value is only reached when all worker slots are filled.

### Worker Slots

Worker slots affect the maximum production of a building based on the proportion of filled slots. However, this effect is not linear. Having half the slots filled will result in only 25% of the maximum theoretical production, not 50%. Let's look at the Water purifier as an example.

> The water purifier has a theoretical maximum production of 4 water/day. To achieve this, the water purifier needs three workers assigned. With one worker assigned, water production is only [
>
>
>
> 4
>
>
> (
>
> 1
> 3
>
> )
>
> 2
>
>
>
> {\textstyle 4 \left ( \frac{1}{3} \right )^2}
>
> =] 0.44 water/day. With two workers, we get [
>
>
>
> 4
>
>
> (
>
> 2
> 3
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>
> 2
>
>
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> {\textstyle 4 \left ( \frac{2}{3} \right )^2}
>
> =] 1.78 water/day.
>
>
Champions Mode

***Champions Mode*** is a game mode introduced, and only present in, F1 2012. In the real world *2012 Formula One World Championship* season, six World Championship winning drivers were competing, and this game mode introduces a number of scenario type challenges for the player to beat each driver individually, followed by all six against the player in a final showdown.

All seven challenges can be completed on three difficulty levels, 'Easy', 'Medium', and 'Hard', with the corresponding medals 'Bronze', 'Silver', and 'Gold', being awarded for each. Each challenge must be beaten on at least the 'Easy' difficulty, in order to unlock the next one.
The Medic

Health per level: 5

1. Base of operations: Over the course of 48 hours, you are able to create a healing station in a fixed location (table of uses and items below).
2. Specialized Serum: double effectiveness of adrenaline/temporary healing
3. Deft Injections: Reduce use time of medical items by 1/2 second.
4. Matter Over Mind: can provide a small pool of non-rechargeable shield points without using items. Pool is equal to your Medic level.
5. Doctor's Orders: allies within 5 ft of the medic gain a bonus to temporary healing using healing items equal to your brain modifier. increases to 10 ft at 12th level, 15 ft at 16th level, and 20 ft at 20th.
6. Steady Hand: add brain modifier when making attack actions.
7. Rapid Response: When using a medical item, able to make a 1-second move action for no time cost. Healing items take 1 second or less do not trigger this ability.
8. Severance: on critical hit, enemy takes half the damage of the attack on their next turn in the form of bleeding or lingering damage.
9. Stress: when within 10 ft of an enemy, double the speed of all healing items use.
10. Professional: +2 in medicine checks.
11. Trauma Response: targets of healing gain bonus damage equal to half the healing gained for 1 turn.
12. CPR: for 1 time cost able to revive targets from unconsciousness, bringing them to 1 current health, without expending healing items by making a dc 16 medicine check. Can be used multiple times on a turn.

Base of Operations uses
 Limb fabricator

## Field medic

1. Quick To Act: +50% movement speed, +1 to Initiative.
2. Triage Station: Allows the manufacture of medical-based munitions at the Base of Operations. Additionally, Intensive Care can be used on two targets at once.
3. Twofer: If two targets are within reach, heal both for the time cost of one. (Medical items are still expended per target.)
4. Self-Defense: When taking attack action(s), you are able to use a healing item if the time spent attacking is greater than or equal to the item use time.
5. Do *Some* Harm: When within 10 ft of an enemy, reduce attack action time by 1/4 second. This cannot reduce an attack lower than 1/4 second cost.

## Surgeon

1. Anatomy 101: +1 Accuracy with melee weapons.
2. Biomods: Allows the Surgeon to produce biomods and install them into themselves, their allies, and (conditionally) their enemies.
3. Arterial Slice: Once per turn, when making a melee attack action, enemy takes half the damage of the attack on their next turn in the form of bleeding or lingering damage.
4. On The Clock: Decrease the time cost of Base of Operations processes by 25%.
5. Knit The Flesh: Intensive Care benefit is increased to 75% reduced wound heal time. Additionally reduces the DC of Limb Fabricator checks by 2 (to 14).
Mayor's Assistant

## Description

The Mayor's Assistant stands in the Town Hall all day right below Jerry's pedestal.

## Lore

Jerry hired his assistant many years ago. The Mayor's Assistant assists Jerry with paperwork and jerry coin transactions.

## Trades

2 QuackCoins -> 1 Jerry Coin

1 Jerry Coin -> 2 QuackCoins

## Location

The Mayor's Assistant is located in town hall next to Mayor Jerry at 240 88 -118
Nanofiber

Produced by the Nanofiber factory. Nanofiber is used in the construction of several buildings and to upgrade a large number of the most common buildings. Not having enough production of nanofiber can really slow you down. Additionally, it is consumed by pollution scrubbers to help control pollution levels.
MineQuack 3

## Description

MineQuack 3 is the newest in the MineQuack franchise! It's the first server in the franchise to be public! It was released 3/17/2023 and is currently still online. You can join today at MineQuack.mcpro.io!

## Defining Features

On launch it was very similar to MineQuack 2. But it did add a couple new things such as: Animated Textures, Battleaxes, A New Wand, and More!
Battleaxes

## Description

The battleaxe is a powerful weapon that can be crafted with every material, even dragon scale. This weapon does more damage than a regular axe but takes longer to recharge.

Fun Fact: There was a sketchy ruby battleaxe added to MineQuack 1.

## Obtained By

Using this crafting recipe with any material.

## Included In

MineQuack 1 (kinda)

MineQuack 3
City center

The City center is the first building required on each moon. All other buildings must be built within the City center's service radius in order to function. The City center serves as a distribution point for any resources in the global storage and contributes 5 units to the moon's global storage capacity.
Carl the Combatant

## Description

Carl lives in a tent just outside The Arena. He sells some combat related items. He also buys mob drops.

## Lore

Carl is a BW2 veteran who does not know that the war has been over since September 2nd, 1945. He lives out his days selling combat equipment to who he thinks are fellow military personnel. He's willing to pay people who kill off monsters.

## Trades

32 Rotten Flesh/Bones/String -> 1 QuackCoin

16 Spider Eyes/Ender Pearls -> 1 QuackCoin

24 Gunpowder -> 1 QuackCoin

1 QuackCoin -> Simple Sword

## Location

Carl is located at his tent next to the arena. Specifically 292 95 -161
Woodcutter's hut

Woodcutter's hut Icon

The Woodcutter's hut plants and harvests trees within a harvest radius of 24m in order to produce wood. For maximum wood production, no other obstructions may exist within this radius. Obstructions include mountains, bodies of water, buildings, or the radius of another Woodcutter's hut. Woodcutter's huts whose harvest areas overlap will share any trees within the overlapping area and the shared trees will contribute partially to each Woodcutter's hut production. The harvest area supports a maximum of 60 trees.
MineQuack 1

## Description

MineQuack 1 was the first server in the franchise and was pretty basic. It had a coral spawn with shopkeepers selling and buying things for QuackCoins. It was online from 09/26/2021 until 01/17/2022.

## Defining Features

MineQuack 1 was pretty basic, but it introduced the idea of custom items, shopkeepers, and QuackCoins to the franchise.
Bob the Blacksmith

## Description

Bob lives in his blacksmith house/shop. He sells lots of gear and purchases ingots from players.

## Lore

Bob decided to get into the blacksmithing industry when he was only 13. Back then the only material his villager friends wanted was emeralds, but those were hard to shape into usable gear. After many hard weeks of work he managed to create the most powerful smeltery at the time and began creating emerald gear. He became famous for his breakthroughs in blacksmithing technology, but he knew he could make far better equipment if he switched to more moldable materials like iron. Eventually he moved away from his home village and moved in to the spawn we know today. Players flocked to him and demanded iron and diamond gear, so he started making it. He became one of the most important villagers to many players.

## Trades

10 QuackCoin -> 1 Iron Crate

4 Piles of QuackCoins -> 1 Diamond Crate

20 Coal -> 1 QuackCoin

24 Copper -> 1 QuackCoin

16 Iron -> 1 QuackCoin

6 Gold -> 1 QuackCoin

1 Diamond -> 4 QuackCoin

## Location

Bob is located at his blacksmith shop at 186 92 -145

## Included In

MineQuack 2

MineQuack 3
Dwayne the Rock Guy

## Description

Dwayne lives under a rock... Literally! He sells powerful stones that when held in your offhand can boost your stats.

## Lore

Dwayne is Jerry's identical twin. They don't exactly get along. The reason Dwayne lives under a rock is to escape his twin.

## Trades

16 QuackCoins -> Speed Stone

16 QuackCoins -> Strength Stone

16 QuackCoins -> Health Stone

16 QuackCoins -> Defense Stone

2 Piles of QuackCoins -> Activated Speed Stone

2 Piles of QuackCoins -> Activated Strength Stone

2 Piles of QuackCoins -> Activated Health Stone

2 Piles of QuackCoins -> Activated Defense Stone

## Location

Dwayne the Rock Guy is located in The Rock at 241 90 -173

## Included In

MineQuack 1

MineQuack 3
The Bulk

health per level:10

1. Battle cry: gain 10 temporary hit points, all combatants have disadvantage to hit anyone but you for a round. 2 time cost
2. pure will: when reduced to 0 hit points, once per long rest be reduced instead to 1 hit point
3. Practical muscle: Add Beef mod x 5 to carry capacity.
4. Tactical muscle: no movement speed penalty using heavy weapons.
5. Grit: for two time cost, once per long rest able to heal 10 wound damage during combat
6. Heavily armed: can dual wield Two handed weapons
7. Rush down: able to move at half speed when taking the attack action
8. adrenalin boost: for 2 time cost once per long rest gain half your hit point maximum as Shield points (going above your maximum shield provided by a shield unit is possible, but this shield cannot be recharged)
9. In your face: within 10 feet of a combatant, +2 to attack rolls
10. purer will: when pure will activates, gain half you hit point maximum as Temporary healing
11. Well-fed: +1 health per level (applies retroactively).
12. Thick Skull: +1 to Psychic and Charm saves.

## Boxer

1. Trained boxer: melee attacks deal half your bulk level + your beef modifier damage (minimum of 1).
2. Goading: once per turn when making a melee attack against an enemy, they must make a contested charm check or gain disadvantage to attack anyone but you on their turn
3. Dazing strike: once per turn when making a melee attack, the enemy must make a contested beef check or be dazed, reducing available time on their turn by half
4. Blow for Blow: when attacked by someone within 5 ft of you, you may make a free melee attack in response once per round.
5. on the ropes: when wound damage is within or above 10 damage of your maximum health, add your beef modifier twice to unarmed melee attacks

## Tank

1. Second Skin: Gain resistance to slashing and piercing while wearing armor.
2. Artillery: When using heavy weapons, may reduce movement speed for the turn to 0 to gain +2 to attacks.
3. Impact Resistance: Gain resistance to explosive and bludgeoning damage.
4. LOOK AT ME: 1 time cost, all enemies have disadvantage to hit anyone but you, and advantage to hit you. can be used a number of times equal to your beef modifier.
5. Bullet Sponge: Gain resistance to ballistic damage while using a heavy weapon.
Logan the Lumberjack

## Description

Logan the Lumberjack is a shopkeeper NPC. He buys wood and sells some things.

## Lore

Logan the Lumberjack worked as a measly lumberjack for many years. One day he decided to try and make his work easier. After many weeks of trial and error he created an axe that revolutionized the industry. He started a business selling these axes. Eventually he became extremely wealthy, he started up a log distribution company, buying and selling logs. To this day he still sells his axes at his humble home.

## Trades

16 QuackCoins -> Lumberjack's Axe

16 Oak/Birch/Acacia/Mangrove Logs -> 1 QuackCoin

24 Spruce/Jungle/Dark Oak logs -> 1 QuackCoin

## Location

Logan is located right outside his house at 197 92 -194
The Tellers

## Description

The Tellers are comprised of four villagers who run The Bank. The Tellers allow you to trade QuackCoins for more valuable versions of QuackCoins (see trades below.)

## Lore

The Tellers are four brothers who loved to pretend they were tellers when they were little. They signed a contract when they were five years old saying that they would continue to be tellers for the rest of their lives... Now they're stuck like this forever.

## Location

The Tellers are located in the bank at approximately 220 91 -185

## Trades

32 QuackCoins -> 1 Pile of QuackCoins

1 Pile of QuackCoins -> 32 QuackCoin

32 Piles of QuackCoins -> 1 Bag of QuackCoins

1 Bag of QuackCoins -> 32 Piles of QuackCoins

## Included In

MineQuack 2

MineQuack 3
Mayor Jerry

## Description

Jerry stands in the town hall all day. He's the Mayor of MineQuack and has his own cryptocurrency.

Fun Fact: The name "Jerry" comes from Hypixel Skyblock!

## Lore

Jerry is the Mayor of MineQuack. He sits in town hall and looks very majestic. He acts like he's just a normal villager, running the town. Some people think he may have special power...

## Trades

You can buy and sell Jerry Coins for the current price.

1 QuackCoin -> 1 MineQuack 3 Souvenir

## Location

Mayor Jerry is located in town hall at 242 89 -115

## Included In

MineQuack 2

MineQuack 3
Stones

## Description

These are no ordinary rocks! When held in your offhand, they will give more Strength, Armor, Health, or Speed depending on which stone you have. These stones can be bought from the Mysterious Figure. You can upgrade a regular stone to an activated stone for QuackCoins. Activated stones are better than their counterparts.

## Stats

Every stone's regular and activated stats.
 Defense
 Health
 Speed

## Included In

MineQuack 1

MineQuack 2

MineQuack 3
Charlotte the Chef

## Description

Charlotte works in her family farm as a cook.

## Lore

Charlotte moved into spawn village with her husband, Fred. He farms and Charlotte cooks. They do this all the time. Like through the night. Creepy stuff düd.

## Trades

16 Wheat -> 1 QuackCoin

16 Carrots -> 1 QuackCoin

16 Potatoes -> 1 QuackCoin

16 Beetroots -> 1 QuackCoin

8 Pumpkins -> 1 QuackCoin

8 Melons -> 1 QuackCoin

48 Sweet Berries -> 1 QuackCoin

32 Glow Berries -> 1 QuackCoin

32 Cocoa Beans -> 1 QuackCoin
General Lore

The galaxy is often referred to as either The Lively cloud (in common Andon) Galaxy, or as Grimthon (in common klortathan), primarily Grimthon by most non-Andonian peoples (and many Andonians as well) due to the fact that the Klortathans began interstellar travel 1,300 galactic years before the Andon

As of now, the setting takes place in the Galactic year of 10,430

While vast distances between civilizations makes news travel slow, there are two major players in the galaxy, being the Empirical Andonian Civilizations, and the Trade Nations of Imar. While not at official war, many smaller sections of the Andonian Empire engage in hostilities with small sections of the Trade nations, namely Imarian Grankar Civilizations.

Approximately 46% of the galaxy has been thoroughly mapped. There have been approximately 7 billion solar systems mapped, and 3% of that has been found to contain some amount of life. Of that 3%, 20% of it has been found to hold multicellular life.
Needs

Your population can increase as long as their needs are fulfilled. Needs fulfillment can be monitored by clicking on any housing and looking at their satisfaction progression. As your population evolves, your citizens will inform you of their new needs that have to be satisfied in order to continue growing.

## Limiting Consumption

It is possible to control which needs are fulfilled on a moon. In the housing interface, you can click on the icon for any need to prevent all inhabitants of the moon from using the selected resource. This will of course prevent the population from progressing.

## Missing Needs

If at some point, any of your housing loses access to a need that was previously met, your population cap will begin to decay. Any population over the cap will slowly be lost. You will continue losing population until you either restore access to the missing need, or you reach your new population cap based on the needs that *are* supplied.

Note: Your citizens' housing population cap is based on the lowest level where all needs are met. For example, if you lose access to nutrient paste, your housing will steadily lose population until only 1 citizen is left per building, no matter how many higher-level needs are supplied.

The game will begin playing ominous music and a warning icon will appear in the message queue on the right side of your interface if this ever occurs. It is wise to prioritize rectifying missing needs quickly before too many of your workers are lost as worker shortages can quickly lead to cascading resource shortfalls.

## Population levels

One game mechanic often overlooked is the fact that higher level citizens consume fewer need resources than low level citizens.
Fred the Farmer

## Description

Fred spends his days at his family farm, tending to his crops.

## Lore

Fred and his wife moved to spawn village a long time ago and provide all the food for the village. Fred farms and Charlette cooks. That's what they do everyday 24/7/367. Kinda creepy ngl.

## Trades

1 QuackCoin -> 16 Wheat Seeds

1 QuackCoin -> 4 Cocoa Beans

1 QuackCoin -> 1 Pumpkin Seed

1 QuackCoin -> 1 Melon Seed

1 QuackCoin -> 5 Beetroot Seeds

1 QuackCoin -> 1 Glow Berry

1 QuackCoin -> 6 Sweet Berries

1 QuackCoin -> 3 Carrots

1 QuackCoin -> 3 Potatoes

## Included In

MineQuack 2

MineQuack 3
Trees

Trees exist naturally on each of the moons of Ardan. Some moons have more than others. Trees are a natural counter to pollution, with each tree reducing pollution by one. More trees can be planted using woodcutter's huts. Trees start off small and will grow to maturity over time. The woodcutter's huts will harvest mature trees to produce wood.
Wood

Image of the wood resource in-game

Wood is a the most basic resource in Moons of Ardan. It is the most needed resource in-game and is required for the construction of almost all initial buildings. Wood is needed in the final production chain step for making tools. Additionally, it is consumed in the production of other essential resources like biofilament, biomass, and advanced composites. If you run out of this resource, then you'll be in some trouble!
Production chains

In Moons of Ardan, initial resources have a direct use, such as wood and biofilament, or directly fulfill one of your citizen's needs, as in the case of nutrient paste. However, as you progress further, complexity increases. Advanced resources often require several steps in order to refine raw resources into a useful or consumable version. Production chains are the method by which these raw resources are converted into useful resources.

The first production chain you will encounter is the one needed to produce water. The chain consists of only two steps: build a water collector to produce grey water, and then build a water purifier to convert the grey water into useable drinking water.

While initial production chains are very simple, later ones can be very elaborate consisting of many steps and using many intermediate resources at each stage.
Launch catapult

Launch catapult Icon

Sends spacecraft to other worlds. Must be fully manned to function. Before each launch, a small spacecraft and all cargo will be brought to this building from the global supply. Selecting the building will allow you to view progress toward launch. After loading is complete, a short countdown will occur, followed by the launch of the spacecraft.

Note: If you are playing the demo, launching your first spacecraft marks the end of what you can do. In the full game, this merely marks the end of the beginning.
Championships

***Championships*** is a game mode that includes a number of preset championship seasons with different themes and rules from the regular full F1 season, including some which feature classic cars, alongside a one-off full F1 season. This game mode is distinct from the Driver Career, and does not feature Research and Development.
Stranded

Starting level of your Axonauts. The basics start with providing shelter, basic food (nutrient paste) and water. Eventually you will be able to advance to level 2 (Settlers). Each Settler generates 2 pollution/day.

### Consumption needs

* Nutrient paste
* Water

### Service needs

* City center
* Community

### Buildings

* City center
* Shelter
* Woodcutter's hut
* Biocrusher
* Hydroponic farm
* Water collector
* Water purifier
* Warehouse
* Community center
Biofiber

Produced by the Biofiber factory. Biofiber is a high tensile, ultra-light material, suitable for uses ranging from clothing to aerospace. It is used in the construction of several buildings and to upgrade a large number of the more advanced buildings. Not having a steady production of biofiber can really slow you down.
The Phideans

## General Info

The Phideans are a race native to Rhegohume, a Shumarian borderworld. The Phideans are characterized by their impressive intellect, as well as their strange appearance - they are eel-like creatures, with distinct ridges on their skulls and wide eyes. A fiercely intelligent race, the Phideans are very prideful and arrogant, with dreams of wealth and interplanetary expansion. The only thing keeping their ambitions in check are their amphibious nature.

Their interactions with other races tend to be haughty and conceited, although most Phideans respect a shrewd businessman or a cutthroat salesman. This respect leads them to hold the Grankar in high esteem, while having little respect for most other races (even other Rhegomian natives).
Settlers

The 2nd level of your Axonauts. Meet more advanced needs including clothes, tools and medical care. Eventually you will be able to advance to level 3 (Dwellers). Settlers require all consumption and service needs of the previous level (Stranded). Each Settler generates 2 pollution/day.

###

### Consumption needs

* Clothing
* Tools
Large warehouse

The Large Warehouse is a service building providing transporters to collect resources from other buildings. The Large warehouse is an upgrade of the Warehouse. It may also be upgraded to provide additional transporters and storage. The Large warehouse serves as a distribution point for any resources in the global storage and contributes 4 units to the moon's global storage capacity.
Warehouse

The Warehouse is a service building providing transporters to collect resources from other buildings. The Warehouse may be upgraded twice to provide additional transporters and storage. The Warehouse serves as a distribution point for any resources in the global storage and contributes 3 units to the moon's global storage capacity.
Dwellers

The 3rd level of your Axonauts. Meet more advanced needs including Synthwiches, Jewelry, Entertainment, and science. Eventually you will be able to advance to level 4 (Cyborgs). Dwellers require all consumption and service needs of the previous level (Settlers). Each Dweller generates 3 pollution/day.

### Consumption needs

* Synthwiches
* Jewelry
* Planetary science
Milestones

Achieving milestones is the method by which access to new buildings and resources are unlocked in Moons of Ardan. Milestones require reaching an empire population of a certain number and sophistication (e.g., 100 dwellers).

Note: Because milestones are based on empire population, it is not necessary to have all the citizens on a single moon (i.e., 30 dwellers on Velaa, plus 20 dwellers on Soriis, plus 50 dwellers on Tinar would fulfill the requirement for 100 dwellers).
Story

## Intro

Moons of Ardan is a city-building and management game where you rebuild and expand your civilization across the moons and asteroids in the planetary system of Ardan.

You follow the axonauts, the survivors of a generational ship that crashed on a lonely moon, Velaa.

Isolated and cut-off from their people, they need your help to restore their culture and reconnect with their homeworld by building a great wonder.

## First Steps

Your axonauts start out at the stranded technology level with 10 wood and 13 biofilament. You will first need to build a city center. Next, build shelters to get your population growing and establish a workforce. You will then need to build several Woodcutter's huts to begin harvesting resources needed to build additional buildings.

As your population continues to grow, you will reach various milestones and unlock new buildings and advancements. Your citizens will begin to ask for needs beyond simple shelter to be met so that they can progress from merely surviving to thriving.

Congratulations, you are on your way!
Simple Sword

## Description

This simple sword is a great weapon to start your journey. It's a basic iron sword that is unbreakable. It has the lore "It's dangerous to go alone, take this!" which is a reference to "The Legend of Zelda"

## Stats

3 Hearts Damage

1.6 Attack Speed

Unbreakable

## Obtained By

Purchasing it from Carl the Combatant for 1 QuackCoin.