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	<title>BTScape Wiki - User contributions [en]</title>
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	<updated>2026-09-18T07:27:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Fablehaven&amp;diff=116</id>
		<title>Fablehaven</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Fablehaven&amp;diff=116"/>
		<updated>2026-09-14T16:43:52Z</updated>

		<summary type="html">&lt;p&gt;Bembi: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Fablehaven&#039;&#039;&#039; is a region of forested and grassy hills and meadows. Its resources are mainly coal, wool, cloth, lumber, gold, and salted lamb. Most of the land is controlled and governed by the [[Church of the First Breath]] (name not yet settled against the [[Church of the Holy Breath]] used elsewhere — see Open questions), though a few &amp;quot;outlaw&amp;quot; encampments oppose the church&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
== Groups/Factions ==&lt;br /&gt;
Church of the First Breath&lt;br /&gt;
&lt;br /&gt;
Coal Miner&#039;s Union&lt;br /&gt;
&lt;br /&gt;
Bhrenor&#039;s Brigade&lt;br /&gt;
&lt;br /&gt;
[Deserters]&lt;br /&gt;
== Sub-Zones ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Burbridge&#039;&#039;&#039; ===&lt;br /&gt;
A city in Fablehaven ruled by &#039;&#039;&#039;Arch Bishop Burble V&#039;&#039;&#039; of the Church of the First Breath. It is the church&#039;s headquarters and the largest settlement in the region, hosting everything from grand and regal houses of worship to dark and dirty slums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; Coal, Wool, Cloth, Lamb (Food), Lamb (Livestock), Lumber&lt;br /&gt;
&lt;br /&gt;
* Burbridge was settled on a very lucrative coal mine, worked by the people of the slums. Poverty is widespread there, and nearly everyone finds themselves working in the mines. Many pray to the church for a better life, but find themselves working for pay they can barely survive on, until their bodies are broken and old, with no time or opportunity to better themselves. The coal mined from Burbridge is known far and wide as high quality and well valued, and some mine workers feel a small amount of honor and service in the hard work and sacrifice they provide their city and religion. Others are beginning to grow fed up with the conditions they live under while watching those above them — literally and figuratively — live in excess.&lt;br /&gt;
* The people of the slums also run a wool mill that produces a large amount of wool cloth for the region. Landowners in the suburbs supply the mill with raw wool, and the mill processes it into cloth sold to merchants and to support the church.&lt;br /&gt;
* The countryside consists of landowners who run wheat farms and sheep pastures, supplying much of the raw wool to the mill as well as some food.&lt;br /&gt;
* The rich family estates dabble in jewelry, fine clothing, and specialty weapon forging.&lt;br /&gt;
* &#039;&#039;&#039;Camp Shypee&#039;&#039;&#039; is a military training encampment in Burbridge for the church&#039;s divine army, commanded by &#039;&#039;&#039;Ser Shypee II&#039;&#039;&#039;, a master of all combat styles. Recruits can train along several paths: a powerful knight who wields a large [[pneuma]] blade in heavy-armored melee combat; an agile archer whose bow imbues arrows with pneuma; or one of several kinds of [[Pneumanist|Pneumanists]], who use pneuma to wield the natural elemental powers in different ways (offensive spellcasting, defensive spellcasting)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Questline Concept] A class war has emerged mostly between the coal miners and the [rich family estates], and the church and their army are beginning to intervene. The coal miners are trying to start a union that [the rich family estates] are opposed to, and the coal miners are beginning to take action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hope&#039;s Rest ===&lt;br /&gt;
A small, hidden encampment in the hills, settled by defectors from the divine army. They found a source of iron and are building themselves up as a force to oppose the church, believing the Church of the First Breath is oppressive and cruel and does not faithfully represent [[Bhrenor]]. Many have lost family, friends, or even their homes to what they see as the church&#039;s iron fist. The church has launched a &amp;quot;Crusade&amp;quot; against its enemies and have been slaughtering those who oppose; any who deny the First Breath. They hope to one day build a new, peaceful, and free society away from the church&#039;s control and evil. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Iron Mines&#039;&#039;&#039; — they operate an iron mine producing a large amount of iron.&lt;br /&gt;
* The encampment&#039;s militia ambushes the church city&#039;s coal shipments and takes the coal for their own cause.&lt;br /&gt;
* They are beginning to be able to forge steel — a new step forward in power for them.&lt;br /&gt;
&lt;br /&gt;
=== The pneuma meadow &#039;&#039;(name TBD)&#039;&#039; ===&lt;br /&gt;
An exceptionally large meadow in Fablehaven, surrounded by dense forest, with a large stone monument or magical artifact &#039;&#039;(exact nature TBD)&#039;&#039; at its center. It has become an important religious site for the church: the ancient object emits pneuma in a crawlingly slow but ever-lasting stream. Its nature and source are unknown, and the details of its existence are still being studied — to the people of Fablehaven it is a natural phenomenon. Occasionally a surge of pneuma passes through the object, and &#039;&#039;(an enemy appears, or some manifestation of pneuma/the elements — TBD)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== [Haunted Woods] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [Briarwood] ===&lt;br /&gt;
&lt;br /&gt;
=== Fisheye Island ===&lt;br /&gt;
&lt;br /&gt;
=== [Naval Port Shype] ===&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
Humans&lt;br /&gt;
&lt;br /&gt;
Cryptid monsters&lt;br /&gt;
&lt;br /&gt;
== Quests and Storylines ==&lt;br /&gt;
&lt;br /&gt;
* (CONCEPT) The coal miners and otherwise poor citizens of Fablehaven band together to revolt against the rule of Burble and storm the castle and take control of Burbridge. Burble and some of his council escape.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* Is the church &amp;quot;Church of the First Breath&amp;quot; (as in this concept) or &amp;quot;Church of the Holy Breath&amp;quot; (as referenced on the [[Bhrenor]] page)? Not yet settled.&lt;br /&gt;
* What is the region&#039;s world called (referenced as &amp;quot;[game world name]&amp;quot; in the source concept)?&lt;br /&gt;
* Names for the defector encampment and the pneuma meadow.&lt;br /&gt;
* What exactly the meadow&#039;s central object is, and what its pneuma surges produce.&lt;br /&gt;
* Whether Bhrenor or the church itself is the intended object of the miners&#039; prayers.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]]&lt;br /&gt;
* [[Bhrenor]]&lt;br /&gt;
* [[The First Breath]]&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_World&amp;diff=115</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_World&amp;diff=115"/>
		<updated>2026-09-07T19:37:41Z</updated>

		<summary type="html">&lt;p&gt;Bembi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Worldmap concept1.png|thumb]]&lt;br /&gt;
The world of BTScape is one seamless landscape shared by every player, seen from a 3D camera as you walk, run, and explore across it on foot. It&#039;s built from a grid of square tiles, each about a metre across, stitched together out of 16&amp;amp;times;16-tile chunks that stream in around you as you travel through the world.&lt;br /&gt;
&lt;br /&gt;
== Notable Areas ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fablehaven&#039;&#039;&#039; is a region of forested and grassy hills and meadows. Its resources are mainly coal, wool, cloth, lumber, gold, and salted lamb. Most of the land is controlled and governed by the [[Church of the First Breath]] (name not yet settled against the [[Church of the Holy Breath]] used elsewhere — see Open questions), though a few &amp;quot;outlaw&amp;quot; encampments oppose the church&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
* Themes: Religion, Oppression, Classism&lt;br /&gt;
* Subzones: Burbridge, Hope&#039;s Rest, Haunted Woods, Briarwood, [Farmland]&lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources: coal, iron, wool, cloth, lumber, lamb(livestock), venison, deer hides, and salted lamb&lt;br /&gt;
* Fauna: Lamb, Deer, Squirrel &lt;br /&gt;
* Flora: Mint, Wintergreen&lt;br /&gt;
* Locations:&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Snowy Mountains]&#039;&#039;&#039; is a region separating Fablehaven and [swamp] from the rest of [the world]. It contains one of the 3 major lakes, the spring lake. &lt;br /&gt;
&lt;br /&gt;
* Themes: Solitude, Finding a way, &amp;quot;In between&amp;quot; times in life, liminal &lt;br /&gt;
* Subzones:&lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources: Minerals/Gems&lt;br /&gt;
* Fauna: Goat, Mountain Lion, &lt;br /&gt;
* Flora: Berries&lt;br /&gt;
* Locations: Solitude Inn, Peak, Cave Systems, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Swamp]&#039;&#039;&#039; is a region in the south eastern part of the world that is a humid and hot. It consists of swampy marshland in the north and a dense jungle to the south. The southern tip of the region contains a bustling naval port by the name of Cape [something].  &lt;br /&gt;
&lt;br /&gt;
* Themes: Survival, Free-for-all, &lt;br /&gt;
* Subzones:&lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Lizard, Crocodile, &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Desert]&#039;&#039;&#039; is a region in the southern part of the world that is a harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* Themes: Ancient Civilization, Lost Knowledge, Occupation (Military)&lt;br /&gt;
* Subzones: Dunes, Oasis, Badlands, &lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources: Sandstone, Glass, Quartz&lt;br /&gt;
* Fauna: Snakes, Tortoise, Scorpions, Camels, Cats, &lt;br /&gt;
* Flora: Cactus, Aloe vera, wildflowers, &lt;br /&gt;
* Locations: Pyramids/Ancient Tombs, Oasis, Merchant Town, Shipping Port, Outlaw/Cowboy Town[[File:Image.png|thumb|500x500px|Art Direction - Desert Biome Type]]&lt;br /&gt;
&#039;&#039;&#039;[Plains]&#039;&#039;&#039; is a region in the central part of the world that is a dry and flat with tornadoes and lightning storms. &lt;br /&gt;
&lt;br /&gt;
* Themes: Simple Life&lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Bison, Elk, Coyotes&lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Tundra]&#039;&#039;&#039; is a region in the north central part of the world that is a extremely cold and snowy/icy. &lt;br /&gt;
&lt;br /&gt;
* Themes: &lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Polar Bear, Yak, Walrus, Seals, &lt;br /&gt;
* Flora: Arctic Moss, &lt;br /&gt;
* Locations: Arctic Lake, Rocky Coast&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Grand Canyon]&#039;&#039;&#039; is a region in the&lt;br /&gt;
* Themes: Traversal&lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Rainforest]&#039;&#039;&#039; is a region&lt;br /&gt;
* Themes: Discovery, &lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Golden Coast]&#039;&#039;&#039; is a region &lt;br /&gt;
* Themes: &lt;br /&gt;
* Subzones: [Pacific Highway], &lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources: Gold, &lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Volcano Island]&#039;&#039;&#039; is a region &lt;br /&gt;
* Themes: Sacrifice, &lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&amp;lt;big&amp;gt;Concepting&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Plains, Forest, Wetlands - A relatively unassuming corner of [world/continent] where a large number of the human population lives. Carried by faith and honor, the humans formed the [empire] and govern this corner of the world.&lt;br /&gt;
&lt;br /&gt;
* Plains&lt;br /&gt;
* Forest - Inhabited largely by [the void cult] who actively seek Pneuma to destroy and will sacrifice any life they can to feed the void. [They] operate very unassumingly and seem like a normal village but silently in the background controlling their population and performing sacrificial rituals in the nights. They say every 7 days a sacrifice must be made in the name of Omberin, whether they have lured an outsider or not. Members of the cult have been known to sacrifice themselves, known as [name], to ensure the destruction of Pneuma has been performed in the name of Omberin.&lt;br /&gt;
* Wetlands&lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Desert, Savanna, The Dunes (and Oasis), Bandlands - A harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* The Desert houses the a few mining towns - some ransacked and lived in by [bandits], others still operating, some completely abandoned.&lt;br /&gt;
* The Dunes contain the ancient temple of [very ancient powerful spirit/foe] that is just about buried but was uncovered by a group of archeologists, an oasis, and many sand dunes. Potentially a PVP zone.&lt;br /&gt;
* The Savanna&lt;br /&gt;
* Badlands&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== A Growing World ==&lt;br /&gt;
&lt;br /&gt;
The map isn&#039;t a fixed rectangle — it&#039;s an irregular, ever-expanding patchwork of chunks that can be extended in any direction at any time. Expect the explored world to keep growing as development continues.&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=File:Image.png&amp;diff=114</id>
		<title>File:Image.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=File:Image.png&amp;diff=114"/>
		<updated>2026-09-07T14:57:04Z</updated>

		<summary type="html">&lt;p&gt;Bembi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AI USA glazing&lt;br /&gt;
https://www.youtube.com/watch?v=dlzFFBJGDCg&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_World&amp;diff=102</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_World&amp;diff=102"/>
		<updated>2026-09-06T16:31:17Z</updated>

		<summary type="html">&lt;p&gt;Bembi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Worldmap concept1.png|thumb]]&lt;br /&gt;
The world of BTScape is one seamless landscape shared by every player, seen from a 3D camera as you walk, run, and explore across it on foot. It&#039;s built from a grid of square tiles, each about a metre across, stitched together out of 16&amp;amp;times;16-tile chunks that stream in around you as you travel through the world.&lt;br /&gt;
&lt;br /&gt;
== Notable Areas ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fablehaven&#039;&#039;&#039; is a region of forested and grassy hills and meadows. Its resources are mainly coal, wool, cloth, lumber, gold, and salted lamb. Most of the land is controlled and governed by the [[Church of the First Breath]] (name not yet settled against the [[Church of the Holy Breath]] used elsewhere — see Open questions), though a few &amp;quot;outlaw&amp;quot; encampments oppose the church&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
* Themes: Religion, Oppression, Classism&lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources: coal, iron, wool, cloth, lumber, lamb(livestock), venison, deer hides, and salted lamb&lt;br /&gt;
* Fauna: Lamb, Deer, Squirrel &lt;br /&gt;
* Flora: Mint, Wintergreen&lt;br /&gt;
* Locations:&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Snowy Mountains]&#039;&#039;&#039; is a region separating Fablehaven and [swamp] from the rest of [the world]. It contains one of the 3 major lakes, the spring lake. &lt;br /&gt;
&lt;br /&gt;
* Themes: Solitude, Finding a way, &amp;quot;In between&amp;quot; times in life, liminal &lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources: Minerals/Gems&lt;br /&gt;
* Fauna: Goat, Mountain Lion, &lt;br /&gt;
* Flora: Berries&lt;br /&gt;
* Locations: Solitude Inn, Peak, Cave Systems, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Swamp]&#039;&#039;&#039; is a region in the south eastern part of the world that is a humid and hot. It consists of swampy marshland in the north and a dense jungle to the south. The southern tip of the region contains a bustling naval port by the name of Cape [something].  &lt;br /&gt;
&lt;br /&gt;
* Themes: Survival, Free-for-all, &lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Lizard, Crocodile, &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Desert]&#039;&#039;&#039; is a region in the southern part of the world that is a harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* Themes: Ancient Civilization, Lost Knowledge, Occupation (Military)&lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources: Sandstone, Glass, Quartz&lt;br /&gt;
* Fauna: Snakes, Tortoise, Scorpions, Camels, Cats, &lt;br /&gt;
* Flora: Cactus, Aloe vera, wildflowers, &lt;br /&gt;
* Locations: Pyramids/Ancient Tombs, Oasis, Merchant Town, Shipping Port, Outlaw/Cowboy Town&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Plains]&#039;&#039;&#039; is a region in the central part of the world that is a dry and flat with tornadoes and lightning storms. &lt;br /&gt;
&lt;br /&gt;
* Themes: Simple Life&lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Bison, Elk, Coyotes&lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Tundra]&#039;&#039;&#039; is a region in the north central part of the world that is a extremely cold and snowy/icy. &lt;br /&gt;
&lt;br /&gt;
* Themes: &lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Polar Bear, Yak, Walrus, Seals, &lt;br /&gt;
* Flora: Arctic Moss, &lt;br /&gt;
* Locations: Arctic Lake, Rocky Coast&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Grand Canyon]&#039;&#039;&#039; is a region in the&lt;br /&gt;
* Themes: Traversal&lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Rainforest]&#039;&#039;&#039; is a region&lt;br /&gt;
* Themes: Discovery, &lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Golden Coast]&#039;&#039;&#039; is a region &lt;br /&gt;
* Themes: &lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Volcano Island]&#039;&#039;&#039; is a region &lt;br /&gt;
* Themes: Sacrifice, &lt;br /&gt;
* Descriptors: &lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&amp;lt;big&amp;gt;Concepting&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Plains, Forest, Wetlands - A relatively unassuming corner of [world/continent] where a large number of the human population lives. Carried by faith and honor, the humans formed the [empire] and govern this corner of the world.&lt;br /&gt;
&lt;br /&gt;
* Plains&lt;br /&gt;
* Forest - Inhabited largely by [the void cult] who actively seek Pneuma to destroy and will sacrifice any life they can to feed the void. [They] operate very unassumingly and seem like a normal village but silently in the background controlling their population and performing sacrificial rituals in the nights. They say every 7 days a sacrifice must be made in the name of Omberin, whether they have lured an outsider or not. Members of the cult have been known to sacrifice themselves, known as [name], to ensure the destruction of Pneuma has been performed in the name of Omberin.&lt;br /&gt;
* Wetlands&lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Desert, Savanna, The Dunes (and Oasis), Bandlands - A harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* The Desert houses the a few mining towns - some ransacked and lived in by [bandits], others still operating, some completely abandoned.&lt;br /&gt;
* The Dunes contain the ancient temple of [very ancient powerful spirit/foe] that is just about buried but was uncovered by a group of archeologists, an oasis, and many sand dunes. Potentially a PVP zone.&lt;br /&gt;
* The Savanna&lt;br /&gt;
* Badlands&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== A Growing World ==&lt;br /&gt;
&lt;br /&gt;
The map isn&#039;t a fixed rectangle — it&#039;s an irregular, ever-expanding patchwork of chunks that can be extended in any direction at any time. Expect the explored world to keep growing as development continues.&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Fablehaven&amp;diff=101</id>
		<title>Fablehaven</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Fablehaven&amp;diff=101"/>
		<updated>2026-09-06T12:10:40Z</updated>

		<summary type="html">&lt;p&gt;Bembi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Fablehaven&#039;&#039;&#039; is a region of forested and grassy hills and meadows. Its resources are mainly coal, wool, cloth, lumber, gold, and salted lamb. Most of the land is controlled and governed by the [[Church of the First Breath]] (name not yet settled against the [[Church of the Holy Breath]] used elsewhere — see Open questions), though a few &amp;quot;outlaw&amp;quot; encampments oppose the church&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
== Groups/Factions ==&lt;br /&gt;
Church of the First Breath&lt;br /&gt;
&lt;br /&gt;
Coal Miner&#039;s Union&lt;br /&gt;
&lt;br /&gt;
Bhrenor&#039;s Brigade&lt;br /&gt;
&lt;br /&gt;
[Deserters]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burbridge ==&lt;br /&gt;
&#039;&#039;&#039;Burbridge&#039;&#039;&#039; is a city in Fablehaven ruled by &#039;&#039;&#039;Arch Bishop Burble V&#039;&#039;&#039; of the Church of the First Breath. It is the church&#039;s headquarters and the largest settlement in the region, hosting everything from grand and regal houses of worship to dark and dirty slums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; Coal, Wool, Cloth, Lamb (Food), Lamb (Livestock), Lumber&lt;br /&gt;
&lt;br /&gt;
* Burbridge was settled on a very lucrative coal mine, worked by the people of the slums. Poverty is widespread there, and nearly everyone finds themselves working in the mines. Many pray to the church for a better life, but find themselves working for pay they can barely survive on, until their bodies are broken and old, with no time or opportunity to better themselves. The coal mined from Burbridge is known far and wide as high quality and well valued, and some mine workers feel a small amount of honor and service in the hard work and sacrifice they provide their city and religion. Others are beginning to grow fed up with the conditions they live under while watching those above them — literally and figuratively — live in excess.&lt;br /&gt;
* The people of the slums also run a wool mill that produces a large amount of wool cloth for the region. Landowners in the suburbs supply the mill with raw wool, and the mill processes it into cloth sold to merchants and to support the church.&lt;br /&gt;
* The countryside consists of landowners who run wheat farms and sheep pastures, supplying much of the raw wool to the mill as well as some food.&lt;br /&gt;
* The rich family estates dabble in jewelry, fine clothing, and specialty weapon forging.&lt;br /&gt;
* &#039;&#039;&#039;Camp Shypee&#039;&#039;&#039; is a military training encampment in Burbridge for the church&#039;s divine army, commanded by &#039;&#039;&#039;Ser Shypee II&#039;&#039;&#039;, a master of all combat styles. Recruits can train along several paths: a powerful knight who wields a large [[pneuma]] blade in heavy-armored melee combat; an agile archer whose bow imbues arrows with pneuma; or one of several kinds of [[Pneumanist|Pneumanists]], who use pneuma to wield the natural elemental powers in different ways (offensive spellcasting, defensive spellcasting)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Questline Concept] A class war has emerged mostly between the coal miners and the [rich family estates], and the church and their army are beginning to intervene. The coal miners are trying to start a union that [the rich family estates] are opposed to, and the coal miners are beginning to take action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The defector encampment &#039;&#039;(name TBD)&#039;&#039; ==&lt;br /&gt;
A small, hidden encampment in the hills, settled by defectors from the divine army. They found a source of iron and are building themselves up as a force to oppose the church, believing the Church of the First Breath is oppressive and cruel and does not faithfully represent [[Bhrenor]]. Many have lost family, friends, or even their homes to what they see as the church&#039;s iron fist. They hope to one day build a new, peaceful, and free society away from the church&#039;s control.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Iron Mines&#039;&#039;&#039; — they operate an iron mine producing a large amount of iron.&lt;br /&gt;
* The encampment&#039;s militia ambushes the church city&#039;s coal shipments and takes the coal for their own cause.&lt;br /&gt;
* They are beginning to be able to forge steel — a new step forward in power for them.&lt;br /&gt;
&lt;br /&gt;
== The pneuma meadow &#039;&#039;(name TBD)&#039;&#039; ==&lt;br /&gt;
An exceptionally large meadow in Fablehaven, surrounded by dense forest, with a large stone monument or magical artifact &#039;&#039;(exact nature TBD)&#039;&#039; at its center. It has become an important religious site for the church: the ancient object emits pneuma in a crawlingly slow but ever-lasting stream. Its nature and source are unknown, and the details of its existence are still being studied — to the people of Fablehaven it is a natural phenomenon. Occasionally a surge of pneuma passes through the object, and &#039;&#039;(an enemy appears, or some manifestation of pneuma/the elements — TBD)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Quests and Storylines ==&lt;br /&gt;
&lt;br /&gt;
* (CONCEPT) The coal miners and otherwise poor citizens of Fablehaven band together to revolt against the rule of Burble and storm the castle and take control of Burbridge. Burble and some of his council escape.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* Is the church &amp;quot;Church of the First Breath&amp;quot; (as in this concept) or &amp;quot;Church of the Holy Breath&amp;quot; (as referenced on the [[Bhrenor]] page)? Not yet settled.&lt;br /&gt;
* What is the region&#039;s world called (referenced as &amp;quot;[game world name]&amp;quot; in the source concept)?&lt;br /&gt;
* Names for the defector encampment and the pneuma meadow.&lt;br /&gt;
* What exactly the meadow&#039;s central object is, and what its pneuma surges produce.&lt;br /&gt;
* Whether Bhrenor or the church itself is the intended object of the miners&#039; prayers.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]]&lt;br /&gt;
* [[Bhrenor]]&lt;br /&gt;
* [[The First Breath]]&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Facilities&amp;diff=100</id>
		<title>Facilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Facilities&amp;diff=100"/>
		<updated>2026-09-05T20:33:20Z</updated>

		<summary type="html">&lt;p&gt;Bembi: Created page with &amp;quot;* Kitchen ** A place where higher level cooking can be done.  ** Cooking a piece of meat over the fire would be very basic cooking ** Cooking bread in an oven is more intricate ** Preparing a roast could be higher level ** Certain equipment is needed to perform parts of the process, which the kitchen would contain *** Ovens **** bread, cakes, roasts, etc *** Stoves **** Pancakes, bacon, soups, etc *** Grills **** High quality cooking for meats **** Lower quality cooking...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Kitchen&lt;br /&gt;
** A place where higher level cooking can be done. &lt;br /&gt;
** Cooking a piece of meat over the fire would be very basic cooking&lt;br /&gt;
** Cooking bread in an oven is more intricate&lt;br /&gt;
** Preparing a roast could be higher level&lt;br /&gt;
** Certain equipment is needed to perform parts of the process, which the kitchen would contain&lt;br /&gt;
*** Ovens&lt;br /&gt;
**** bread, cakes, roasts, etc&lt;br /&gt;
*** Stoves&lt;br /&gt;
**** Pancakes, bacon, soups, etc&lt;br /&gt;
*** Grills&lt;br /&gt;
**** High quality cooking for meats&lt;br /&gt;
**** Lower quality cooking for other items?&lt;br /&gt;
*** Pots (Cauldron) - Slow cooking, community driven&lt;br /&gt;
**** Always outputs stew, but effects vary depend on inputs&lt;br /&gt;
**** Large amounts of foods are needed, but many people can eat from the pot&lt;br /&gt;
**** Any food items could be thrown in, maybe dominant few determine the stew/effects&lt;br /&gt;
*** Preparation Stations&lt;br /&gt;
**** Cut/chop/dice/slice foods&lt;br /&gt;
**** Put ingredients together to create foods&lt;br /&gt;
* Forge/Blacksmith&lt;br /&gt;
** Repair Armor, weapons, tools&lt;br /&gt;
** Has a smelter to turn ore into ingots&lt;br /&gt;
** Anvil to craft items with ingots/other items&lt;br /&gt;
** Crucible for melting down items into ingots (not 100% return)&lt;br /&gt;
* Shops&lt;br /&gt;
* Stable&lt;br /&gt;
** Switch active mount&lt;br /&gt;
** Store mounts&lt;br /&gt;
** Mount upgrades/care?&lt;br /&gt;
* Tailor&lt;br /&gt;
** Weave cloth into items&lt;br /&gt;
* Tannery&lt;br /&gt;
** Tan hides&lt;br /&gt;
** Create leather armor, equipment, items&lt;br /&gt;
* Apothecary&lt;br /&gt;
** Process items into potions, herbal/medicinal compounds, &lt;br /&gt;
* Tavern&lt;br /&gt;
** Can pay to leave your character resting in a tavern when logging out?&lt;br /&gt;
* Scribe&lt;br /&gt;
* Library&lt;br /&gt;
* Spa&lt;br /&gt;
* Dockyard&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Visibility&amp;diff=97</id>
		<title>Visibility</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Visibility&amp;diff=97"/>
		<updated>2026-08-26T23:51:18Z</updated>

		<summary type="html">&lt;p&gt;Bembi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;One light level per face&amp;#039;&amp;#039;&amp;#039;, computed server-side once and read by the renderer — and, once Phase 5 lands, by the rule that decides who can be seen at all. This page summarizes &amp;lt;code&amp;gt;docs/initiatives/light-and-visibility-initiative.md&amp;lt;/code&amp;gt;; treat the doc as authoritative if the two ever disagree.  == The one idea == Today&amp;#039;s baked field is named &amp;lt;code&amp;gt;darkness&amp;lt;/code&amp;gt;, but what it actually measures is &amp;#039;&amp;#039;how much sky a face can reach&amp;#039;&amp;#039; — a fact about geometry that...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;One light level per face&#039;&#039;&#039;, computed server-side once and read by the renderer — and, once Phase 5 lands, by the rule that decides who can be seen at all. This page summarizes &amp;lt;code&amp;gt;docs/initiatives/light-and-visibility-initiative.md&amp;lt;/code&amp;gt;; treat the doc as authoritative if the two ever disagree.&lt;br /&gt;
&lt;br /&gt;
== The one idea ==&lt;br /&gt;
Today&#039;s baked field is named &amp;lt;code&amp;gt;darkness&amp;lt;/code&amp;gt;, but what it actually measures is &#039;&#039;how much sky a face can reach&#039;&#039; — a fact about geometry that only changes when someone edits terrain. Night is a completely different kind of thing: one global number that changes continuously. Keeping the two separate, and adding light sources as their own terms, is the whole design:&amp;lt;pre&amp;gt;&lt;br /&gt;
light(face, t) =   sky_access(face) · sky_light(t)     static field × global clock&lt;br /&gt;
                 + placed_light(face)                   static field&lt;br /&gt;
                 + carried_light(face, t)                dynamic, few sources&lt;br /&gt;
                 + innate_light(viewer, face)             viewer-relative, gating only&lt;br /&gt;
&amp;lt;/pre&amp;gt;Composed in &#039;&#039;&#039;light-space&#039;&#039;&#039; — every term adds. The renderer still works in the darkness-space its shaders already multiply by, so the wire format doesn&#039;t change: it converts once, &amp;lt;code&amp;gt;1 − light&amp;lt;/code&amp;gt;, at the very end.&lt;br /&gt;
&lt;br /&gt;
== What each term is ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Kind&lt;br /&gt;
!What it is&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;sky_access(face)&amp;lt;/code&amp;gt;&lt;br /&gt;
|static · baked · server&lt;br /&gt;
|A multi-source BFS seeded at every open-roofed face (nothing above it in its own column), ramping 0→1 over 5 tiles and saturating. A face no wave reaches — a sealed room, a cave whose mouth hasn&#039;t loaded — stays fully dark. Rebuilt whenever terrain changes; sent on the wire unchanged as &amp;lt;code&amp;gt;SheetData.darkness_q&amp;lt;/code&amp;gt; (the old name — it&#039;s really the inverse of this).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;sky_light(t)&amp;lt;/code&amp;gt;&lt;br /&gt;
|global scalar · both sides&lt;br /&gt;
|Day is a flat 1.0, night floors at 0.04 (moonlit, not black), and dawn/evening ramp linearly between. One clock, computed identically client-side (&amp;lt;code&amp;gt;WorldDaylight.cs&amp;lt;/code&amp;gt;) and server-side (&amp;lt;code&amp;gt;bts_content::world_clock::sky_light&amp;lt;/code&amp;gt;), so nothing ever needs to restream as the sun moves.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;placed_light(face)&amp;lt;/code&amp;gt;&lt;br /&gt;
|static · baked · server&lt;br /&gt;
|A second BFS, seeded at every placed light-source object&#039;s footprint, each capped at its own authored radius with a smooth cubic falloff. Multiple lights reaching one face take the brightest, never the sum. Not scaled by the sun — a brazier is as bright at midnight as at noon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;carried_light(face, t)&amp;lt;/code&amp;gt;&lt;br /&gt;
|dynamic · client-rendered&lt;br /&gt;
|Equipped torches near a face. Genuinely dynamic, so it isn&#039;t baked; it rides a 4-slot shader array published fresh every frame, nearest sources winning a slot. An interim measure — a chunk with more than four concurrent lights in view needs a real per-chunk light list (Phase 3, unbuilt).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;innate_light(viewer, face)&amp;lt;/code&amp;gt;&lt;br /&gt;
|viewer-relative&lt;br /&gt;
|Not really summed into the field — a proximity override. Every viewer sees a small radius with nothing equipped, and an equipped light replaces it with a much larger one. Rendered as one more additive glow so moonlight reads as navigable up close, not just as a number the visibility rule checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How a value gets from terrain edit to pixel ==&lt;br /&gt;
The static half is computed once and streamed; the dynamic half is republished every frame. Nothing about the sun&#039;s position is ever sent over the wire at all.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Bake&#039;&#039;&#039; — &amp;lt;code&amp;gt;structure.rs&amp;lt;/code&amp;gt; reruns both BFS passes whenever a chunk rebuilds: a terrain edit, a placed light added or removed.&lt;br /&gt;
# &#039;&#039;&#039;Wire&#039;&#039;&#039; — quantised onto &amp;lt;code&amp;gt;SheetData&amp;lt;/code&amp;gt; as &amp;lt;code&amp;gt;darkness_q&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;placed_light_q&amp;lt;/code&amp;gt;, sent with the rest of a chunk at load time.&lt;br /&gt;
# &#039;&#039;&#039;Cache&#039;&#039;&#039; — client-side &amp;lt;code&amp;gt;SurfaceComponents&amp;lt;/code&amp;gt; holds both fields per face, exposed through &amp;lt;code&amp;gt;FaceLight.TotalLight&amp;lt;/code&amp;gt;.&lt;br /&gt;
# &#039;&#039;&#039;Compose&#039;&#039;&#039; — every frame: cached fields × the clock&#039;s live &amp;lt;code&amp;gt;sky_light(t)&amp;lt;/code&amp;gt;, plus whatever &amp;lt;code&amp;gt;CutawayController&amp;lt;/code&amp;gt; is publishing that frame.&lt;br /&gt;
# &#039;&#039;&#039;Shade&#039;&#039;&#039; — &amp;lt;code&amp;gt;Cutaway.hlsl&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;BtsLighting.hlsl&amp;lt;/code&amp;gt; scale scene lighting by darkness and add the lantern, carried and innate terms on top.&lt;br /&gt;
&lt;br /&gt;
== The visibility rule ==&lt;br /&gt;
A face&#039;s light is also what decides whether an &#039;&#039;&#039;NPC, player, or ground item&#039;&#039;&#039; can be seen at all — terrain, walls and objects never hide, only shade dark. Two independent routes to visible, whichever is met first:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Proximity&#039;&#039;&#039; — distance(viewer, target) ≤ viewerRadius → visible, regardless of light.&lt;br /&gt;
* &#039;&#039;&#039;Illumination&#039;&#039;&#039; — light(face, t) ≥ threshold (0.5) → visible, at any distance.&lt;br /&gt;
* &#039;&#039;&#039;Hysteresis&#039;&#039;&#039; — the threshold shifts ±0.05 toward whatever the viewer already believed, so a value sitting right on the line can&#039;t flicker every frame it&#039;s re-evaluated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A light gives you away.&#039;&#039;&#039; Your own torch lights your own tile, which is exactly the face the illumination route reads — so carrying one lifts you above the threshold for everyone else. Nothing special-cased; it falls straight out of the model, which is what makes carrying a torch a real trade-off instead of a strict upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The one deliberate asymmetry:&#039;&#039;&#039; &amp;lt;code&amp;gt;sees_in_dark&amp;lt;/code&amp;gt; (an NPC-type flag, off by default) will govern only whether a monster can notice a player in darkness — never the reverse. A player&#039;s sight of an NPC is always the same uniform rule. A predator that aggroes you in pitch dark while you can&#039;t see it back is the horror beat this buys for free; slipping past a guard without it is the stealth beat, from the same field. The flag exists; nothing reads it yet — see Phase 5 below.&lt;br /&gt;
&lt;br /&gt;
== Where each phase stands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!#&lt;br /&gt;
!Phase&lt;br /&gt;
!Status&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Sky access × clock&lt;br /&gt;
|&#039;&#039;&#039;Shipped&#039;&#039;&#039;&lt;br /&gt;
|Ambient light composes the baked field against the shared clock instead of a flat day/night multiplier. A cave is finally dark at noon.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Placed lights, baked&lt;br /&gt;
|&#039;&#039;&#039;Shipped&#039;&#039;&#039;&lt;br /&gt;
|Standing torches and braziers bake into the field and actually light something — rendered through the same 4-slot array carried lights use, as an interim measure ahead of a real per-vertex channel.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Many lights&lt;br /&gt;
|&#039;&#039;&#039;Skipped&#039;&#039;&#039;&lt;br /&gt;
|Uncapping the 4-slot array into a real per-chunk light list. Needs a measurement — a realistic crowd of concurrent carried lights — nobody has taken yet.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Visibility, client-side&lt;br /&gt;
|&#039;&#039;&#039;Shipped &amp;amp;#x26; kept&#039;&#039;&#039;&lt;br /&gt;
|NPCs, players and ground items fade below the threshold. Played, felt fun, cleared its own checkpoint. Deliberately cheatable — client-only — until Phase 5.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Visibility, authoritative&lt;br /&gt;
|&#039;&#039;&#039;Foundation only&#039;&#039;&#039;&lt;br /&gt;
|Schema (&amp;lt;code&amp;gt;sees_in_dark&amp;lt;/code&amp;gt;), the light math ported to Rust, and the visibility predicate all exist and are unit tested — but nothing yet decides what a viewer is actually &#039;&#039;sent&#039;&#039;, or rejects an attack against something unseen. Today&#039;s spawn/despawn delivery only reacts to movement; light changes continuously with the clock even when nobody moves, which that system has never had to notice.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Tuning + editor pass&lt;br /&gt;
|&#039;&#039;&#039;Not started&#039;&#039;&#039;&lt;br /&gt;
|Threshold, innate radius, moonlight floor, ramp shape and falloff sharpness all want tuning together, in the editor, rather than as scattered constants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Where it lives ==&lt;br /&gt;
&lt;br /&gt;
=== Server ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bts-map/src/structure.rs&amp;lt;/code&amp;gt; — both BFS bakes: sky access, placed light&lt;br /&gt;
* &amp;lt;code&amp;gt;bts-content/src/world_clock.rs&amp;lt;/code&amp;gt; — &amp;lt;code&amp;gt;sky_light(t)&amp;lt;/code&amp;gt;, ported to Rust&lt;br /&gt;
* &amp;lt;code&amp;gt;bts-map/src/query.rs&amp;lt;/code&amp;gt; — &amp;lt;code&amp;gt;Map::sky_access_at&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;placed_light_at&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;bts-server/src/world/visibility.rs&amp;lt;/code&amp;gt; — &amp;lt;code&amp;gt;is_visible&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;distance_tiles&amp;lt;/code&amp;gt; — Phase 5, unwired&lt;br /&gt;
* &amp;lt;code&amp;gt;bts-content/src/schema.rs&amp;lt;/code&amp;gt; — &amp;lt;code&amp;gt;is_light_source&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;light_radius&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sees_in_dark&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Client ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Core/World/FaceLight.cs&amp;lt;/code&amp;gt; — the composition formula, engine-free&lt;br /&gt;
* &amp;lt;code&amp;gt;Core/World/Visibility.cs&amp;lt;/code&amp;gt; — &amp;lt;code&amp;gt;IsVisible&amp;lt;/code&amp;gt; + the fade state machine&lt;br /&gt;
* &amp;lt;code&amp;gt;Core/World/WorldDaylight.cs&amp;lt;/code&amp;gt; — &amp;lt;code&amp;gt;sky_light(t)&amp;lt;/code&amp;gt; curve, the original&lt;br /&gt;
* &amp;lt;code&amp;gt;World/Rendering/CutawayController.cs&amp;lt;/code&amp;gt; — shader globals, lantern, flicker&lt;br /&gt;
* &amp;lt;code&amp;gt;Shaders/BtsLighting.hlsl&amp;lt;/code&amp;gt; — GPU-side composition and falloff&lt;br /&gt;
&lt;br /&gt;
== Decisions worth knowing ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Full fog of war is the destination, not a client trick.&#039;&#039;&#039; Phase 5&#039;s whole point is that the server withholds what a viewer can&#039;t see — not cheatable by turning your own brightness up. Phase 4, today, still is: a modified client could ignore the fade entirely.&lt;br /&gt;
* &#039;&#039;&#039;Only living things and loot hide.&#039;&#039;&#039; Terrain, walls and placed objects always stream and always draw, shaded dark. Hiding architecture would reproduce the exact &amp;quot;world is missing&amp;quot; failure this system exists to fix.&lt;br /&gt;
* &#039;&#039;&#039;Losing sight fades, it doesn&#039;t pop.&#039;&#039;&#039; The client eases an entity out over a third of a second rather than snapping it away — and there&#039;s no last-known-position ghost. Nothing false is ever drawn.&lt;br /&gt;
* &#039;&#039;&#039;Falloff is one shared shape, authored per light.&#039;&#039;&#039; The same smoothstep curve is mirrored in C#, HLSL and Rust; an authored &amp;lt;code&amp;gt;light_falloff_sharpness&amp;lt;/code&amp;gt; reshapes it per torch type rather than forking the curve itself.&lt;br /&gt;
&lt;br /&gt;
----&#039;&#039;Source: &amp;lt;code&amp;gt;docs/initiatives/light-and-visibility-initiative.md&amp;lt;/code&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_World&amp;diff=96</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_World&amp;diff=96"/>
		<updated>2026-08-24T20:45:10Z</updated>

		<summary type="html">&lt;p&gt;Bembi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Worldmap concept1.png|thumb]]&lt;br /&gt;
The world of BTScape is one seamless landscape shared by every player, seen from a 3D camera as you walk, run, and explore across it on foot. It&#039;s built from a grid of square tiles, each about a metre across, stitched together out of 16&amp;amp;times;16-tile chunks that stream in around you as you travel through the world.&lt;br /&gt;
&lt;br /&gt;
== Notable Areas ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fablehaven&#039;&#039;&#039; is a region of forested and grassy hills and meadows. Its resources are mainly coal, wool, cloth, lumber, gold, and salted lamb. Most of the land is controlled and governed by the [[Church of the First Breath]] (name not yet settled against the [[Church of the Holy Breath]] used elsewhere — see Open questions), though a few &amp;quot;outlaw&amp;quot; encampments oppose the church&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
* Themes: Religion, Oppression&lt;br /&gt;
* Resources: coal, iron, wool, cloth, lumber, lamb(livestock), venison, deer hides, and salted lamb&lt;br /&gt;
* Fauna: Lamb, Deer, Squirrel &lt;br /&gt;
* Flora: Mint, Wintergreen&lt;br /&gt;
* Locations:&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Snowy Mountains]&#039;&#039;&#039; is a region separating Fablehaven from the rest of the world. It contains one of the 3 major lakes, the spring lake. &lt;br /&gt;
&lt;br /&gt;
* Themes: &lt;br /&gt;
* Resources: Minerals/Gems&lt;br /&gt;
* Fauna: Goat, Mountain Lion, &lt;br /&gt;
* Flora: Berries&lt;br /&gt;
* Locations: Solitude Inn, Peak, Cave Systems, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Swamp]&#039;&#039;&#039; is a region in the south eastern part of the world that is a humid and swampy marshland. &lt;br /&gt;
&lt;br /&gt;
* Themes:&lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Lizard, Crocodile, &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Desert]&#039;&#039;&#039; is a region in the southern part of the world that is a harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* Themes: Ancient Civilization, Lost Knowledge, Occupation (Military)&lt;br /&gt;
* Resources: Sandstone, Glass, Quartz&lt;br /&gt;
* Fauna: Snakes, Tortoise, Scorpions, Camels, Cats, &lt;br /&gt;
* Flora: Cactus, Aloe vera, wildflowers, &lt;br /&gt;
* Locations: Pyramids/Ancient Tombs, Oasis, Merchant Town, Shipping Port, Outlaw/Cowboy Town&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Plains]&#039;&#039;&#039; is a region in the central part of the world that is a dry and flat with tornadoes and lightning storms. &lt;br /&gt;
&lt;br /&gt;
* Themes: Simple Life&lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Bison, Elk, Coyotes&lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Tundra]&#039;&#039;&#039; is a region in the north central part of the world that is a extremely cold and snowy/icy. &lt;br /&gt;
&lt;br /&gt;
* Themes: Survival&lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Polar Bear, Yak, Walrus, Seals, &lt;br /&gt;
* Flora: Arctic Moss, &lt;br /&gt;
* Locations: Arctic Lake, Rocky Coast&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Grand Canyon]&#039;&#039;&#039; is a region in the&lt;br /&gt;
* Themes: Traversal&lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Rainforest]&#039;&#039;&#039; is a region&lt;br /&gt;
* Themes: Discovery, &lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Golden Coast]&#039;&#039;&#039; is a region &lt;br /&gt;
* Themes: &lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Volcano Island]&#039;&#039;&#039; is a region &lt;br /&gt;
* Themes: Sacrifice, &lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&amp;lt;big&amp;gt;Concepting&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Plains, Forest, Wetlands - A relatively unassuming corner of [world/continent] where a large number of the human population lives. Carried by faith and honor, the humans formed the [empire] and govern this corner of the world.&lt;br /&gt;
&lt;br /&gt;
* Plains&lt;br /&gt;
* Forest - Inhabited largely by [the void cult] who actively seek Pneuma to destroy and will sacrifice any life they can to feed the void. [They] operate very unassumingly and seem like a normal village but silently in the background controlling their population and performing sacrificial rituals in the nights. They say every 7 days a sacrifice must be made in the name of Omberin, whether they have lured an outsider or not. Members of the cult have been known to sacrifice themselves, known as [name], to ensure the destruction of Pneuma has been performed in the name of Omberin.&lt;br /&gt;
* Wetlands&lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Desert, Savanna, The Dunes (and Oasis), Bandlands - A harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* The Desert houses the a few mining towns - some ransacked and lived in by [bandits], others still operating, some completely abandoned.&lt;br /&gt;
* The Dunes contain the ancient temple of [very ancient powerful spirit/foe] that is just about buried but was uncovered by a group of archeologists, an oasis, and many sand dunes. Potentially a PVP zone.&lt;br /&gt;
* The Savanna&lt;br /&gt;
* Badlands&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== A Growing World ==&lt;br /&gt;
&lt;br /&gt;
The map isn&#039;t a fixed rectangle — it&#039;s an irregular, ever-expanding patchwork of chunks that can be extended in any direction at any time. Expect the explored world to keep growing as development continues.&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Fablehaven&amp;diff=95</id>
		<title>Fablehaven</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Fablehaven&amp;diff=95"/>
		<updated>2026-08-23T20:44:49Z</updated>

		<summary type="html">&lt;p&gt;Bembi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Fablehaven&#039;&#039;&#039; is a region of forested and grassy hills and meadows. Its resources are mainly coal, wool, cloth, lumber, gold, and salted lamb. Most of the land is controlled and governed by the [[Church of the First Breath]] (name not yet settled against the [[Church of the Holy Breath]] used elsewhere — see Open questions), though a few &amp;quot;outlaw&amp;quot; encampments oppose the church&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
== Groups/Factions ==&lt;br /&gt;
Church of the First Breath&lt;br /&gt;
&lt;br /&gt;
Coal Miner&#039;s Union&lt;br /&gt;
&lt;br /&gt;
Bhrenor&#039;s Brigade&lt;br /&gt;
&lt;br /&gt;
[Deserters]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burbridge ==&lt;br /&gt;
&#039;&#039;&#039;Burbridge&#039;&#039;&#039; is a city in Fablehaven ruled by &#039;&#039;&#039;Arch Bishop Burble V&#039;&#039;&#039; of the Church of the First Breath. It is the church&#039;s headquarters and the largest settlement in the region, hosting everything from grand and regal houses of worship to dark and dirty slums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; Coal, Wool, Cloth, Lamb (Food), Lamb (Livestock), Lumber&lt;br /&gt;
&lt;br /&gt;
* Burbridge was settled on a very lucrative coal mine, worked by the people of the slums. Poverty is widespread there, and nearly everyone finds themselves working in the mines. Many pray to the church for a better life, but find themselves working for pay they can barely survive on, until their bodies are broken and old, with no time or opportunity to better themselves. The coal mined from Burbridge is known far and wide as high quality and well valued, and some mine workers feel a small amount of honor and service in the hard work and sacrifice they provide their city and religion. Others are beginning to grow fed up with the conditions they live under while watching those above them — literally and figuratively — live in excess.&lt;br /&gt;
* The people of the slums also run a wool mill that produces a large amount of wool cloth for the region. Landowners in the suburbs supply the mill with raw wool, and the mill processes it into cloth sold to merchants and to support the church.&lt;br /&gt;
* The countryside consists of landowners who run wheat farms and sheep pastures, supplying much of the raw wool to the mill as well as some food.&lt;br /&gt;
* The rich family estates dabble in jewelry, fine clothing, and specialty weapon forging.&lt;br /&gt;
* &#039;&#039;&#039;Camp Shypee&#039;&#039;&#039; is a military training encampment in Burbridge for the church&#039;s divine army, commanded by &#039;&#039;&#039;Ser Shypee II&#039;&#039;&#039;, a master of all combat styles. Recruits can train along several paths: a powerful knight who wields a large [[pneuma]] blade in heavy-armored melee combat; an agile archer whose bow imbues arrows with pneuma; or one of several kinds of [[Pneumanist|Pneumanists]], who use pneuma to wield the natural elemental powers in different ways (offensive spellcasting, defensive spellcasting)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Questline Concept] A class war has emerged mostly between the coal miners and the [rich family estates], and the church and their army are beginning to intervene. The coal miners are trying to start a union that [the rich family estates] are opposed to, and the coal miners are beginning to take action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The defector encampment &#039;&#039;(name TBD)&#039;&#039; ==&lt;br /&gt;
A small, hidden encampment in the hills, settled by defectors from the divine army. They found a source of iron and are building themselves up as a force to oppose the church, believing the Church of the First Breath is oppressive and cruel and does not faithfully represent [[Bhrenor]]. Many have lost family, friends, or even their homes to what they see as the church&#039;s iron fist. They hope to one day build a new, peaceful, and free society away from the church&#039;s control.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Iron Mines&#039;&#039;&#039; — they operate an iron mine producing a large amount of iron.&lt;br /&gt;
* The encampment&#039;s militia ambushes the church city&#039;s coal shipments and takes the coal for their own cause.&lt;br /&gt;
* They are beginning to be able to forge steel — a new step forward in power for them.&lt;br /&gt;
&lt;br /&gt;
== The pneuma meadow &#039;&#039;(name TBD)&#039;&#039; ==&lt;br /&gt;
An exceptionally large meadow in Fablehaven, surrounded by dense forest, with a large stone monument or magical artifact &#039;&#039;(exact nature TBD)&#039;&#039; at its center. It has become an important religious site for the church: the ancient object emits pneuma in a crawlingly slow but ever-lasting stream. Its nature and source are unknown, and the details of its existence are still being studied — to the people of Fablehaven it is a natural phenomenon. Occasionally a surge of pneuma passes through the object, and &#039;&#039;(an enemy appears, or some manifestation of pneuma/the elements — TBD)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* Is the church &amp;quot;Church of the First Breath&amp;quot; (as in this concept) or &amp;quot;Church of the Holy Breath&amp;quot; (as referenced on the [[Bhrenor]] page)? Not yet settled.&lt;br /&gt;
* What is the region&#039;s world called (referenced as &amp;quot;[game world name]&amp;quot; in the source concept)?&lt;br /&gt;
* Names for the defector encampment and the pneuma meadow.&lt;br /&gt;
* What exactly the meadow&#039;s central object is, and what its pneuma surges produce.&lt;br /&gt;
* Whether Bhrenor or the church itself is the intended object of the miners&#039; prayers.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]]&lt;br /&gt;
* [[Bhrenor]]&lt;br /&gt;
* [[The First Breath]]&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Combat&amp;diff=94</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Combat&amp;diff=94"/>
		<updated>2026-08-18T17:16:54Z</updated>

		<summary type="html">&lt;p&gt;Bembi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat in BTScape is a 400ms tick based system where combatants automatically strike one another &lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Health - Measure of vitality, death when no health. &lt;br /&gt;
&lt;br /&gt;
Pneuma- Measure of power or stamina. Performing actions require pneuma. &lt;br /&gt;
&lt;br /&gt;
Damage - Amount of hurt&lt;br /&gt;
&lt;br /&gt;
Ticks - Measurement of system time. 1 tick is 400ms. &lt;br /&gt;
&lt;br /&gt;
Element Type - Fire, Water, Air, Earth&lt;br /&gt;
&lt;br /&gt;
Abilities - cast-able actions with different effects. Abilities can deal type or type-less damage or combinations of typed damage. &lt;br /&gt;
&lt;br /&gt;
Affinity - Resistance to element type. &lt;br /&gt;
&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
Combat abilities have a few different cast styles to accommodate the different types of combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cast Styles&lt;br /&gt;
&lt;br /&gt;
* Tile Target: Select a tile within a cast radius of the caster to cast the ability on. This can also cast tile patterns for something like an AOE(1x1, 2x2, 3x3, etc) or unique shape (X, L, C, etc) ability. Abilities could also require multiple sequential tile selections to then perform sequential casts on those tiles. &lt;br /&gt;
* Caster Oriented: When activating an ability that is caster oriented, the ability is casted on tiles in relation to the caster and the caster&#039;s facing direction. For example, a basic melee strike could be caster oriented to always strike on the tile in front of the caster. Or, a whirlwind can affect all tiles surrounding the caster. &lt;br /&gt;
* Self Target: These abilities when casted directly apply the effect to the caster. An examples of this might be a heal, status removal or application (buffs/debuffs), etc.&lt;br /&gt;
* Object Target: Isn&#039;t related to combat, this could be bunched in with tile target since there probably wouldn&#039;t be many scenarios where a caster is standing on an object? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat Damage Calculation ==&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Combat&amp;diff=90</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Combat&amp;diff=90"/>
		<updated>2026-08-17T01:53:10Z</updated>

		<summary type="html">&lt;p&gt;Bembi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat in BTScape is a 400ms tick based system where combatants automatically strike one another &lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Health - Measure of vitality, death when no health. &lt;br /&gt;
&lt;br /&gt;
Pneuma- Measure of power or stamina. Performing actions require pneuma. &lt;br /&gt;
&lt;br /&gt;
Damage - Amount of hurt&lt;br /&gt;
&lt;br /&gt;
Ticks - Measurement of system time. 1 tick is 400ms. &lt;br /&gt;
&lt;br /&gt;
Element Type - Fire, Water, Air, Earth&lt;br /&gt;
&lt;br /&gt;
Abilities - cast-able actions with different effects. Abilities can deal type or type-less damage or combinations of typed damage. &lt;br /&gt;
&lt;br /&gt;
Affinity - Resistance to element type. &lt;br /&gt;
&lt;br /&gt;
== Combat Damage Calculation ==&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Ability&amp;diff=89</id>
		<title>Ability</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Ability&amp;diff=89"/>
		<updated>2026-08-16T22:53:30Z</updated>

		<summary type="html">&lt;p&gt;Bembi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ability&#039;&#039;&#039; is the atomic unit of anything a character can do — a spell, a physical combat technique, a gathering action (e.g. netting salmon, harpooning), or a utility action (Jump, Blink). Abilities are what get bound to keybinds/hotbar slots.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
Pneuma Cost Formula: 2ⁿ&lt;br /&gt;
&lt;br /&gt;
Level Requirement Formula: 10n²·2ⁿ&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Required Pneuma to Rank Up Ability&lt;br /&gt;
!Rank (n)&lt;br /&gt;
!Casts (10n²)&lt;br /&gt;
!Pneuma (10n²·2ⁿ)&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|40&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|90&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|160&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|250&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|360&lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|490&lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|640&lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|810&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1,000&lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Total casts (Rank 1 → 10): 3,850&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Pneuma spent: 1,699,780&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This assumes max rank always used&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Cleave (Weapon Type)&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Next swing will attack all tiles with normal damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Next swing will attack all tiles with +1 damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Next swing will attack all tiles with +3 damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Next swing will attack all tiles with +5 damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Next swing will attack all tiles with +5 damage of the weapon&#039;s element type. Hits cannot miss.&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Next swing will attack all tiles with +7 damage of the weapon&#039;s element type. Hits cannot miss.&lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Next swing will attack all tiles with +10 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Next swing will attack all tiles with +15 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Next swing will attack all tiles with +20 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Next swing will attack all tiles with +30 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Blink (Type-less)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Teleport to a selected tile within 5 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Teleport to a selected tile within 8 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Teleport to a selected tile within 12 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Teleport to a selected tile within 15 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Teleport to a selected tile within 20 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Teleport to a selected tile within 21 tiles (including vertically). 8 second cooldown.&lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Teleport to a selected tile within 22 tiles (including vertically). 6 second cooldown.&lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Teleport to a selected tile within 23 tiles (including vertically). 4 second cooldown.&lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Teleport to a selected tile within 24 tiles (including vertically). 2 second cooldown.&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Teleport to a selected tile within 25 tiles (including vertically). No cooldown.&lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Fireblast (Fire)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Blast a tile for 5 fire damage.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Blast a tile for 7 fire damage.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Blast a tile for 10 fire damage.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Blast a tile for 14 fire damage.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Blast a 3x3 area for 14 fire damage. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Blast a 3x3 area for 17 fire damage. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Blast a 3x3 area for 20 fire damage. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Blast a 3x3 area for 23 fire damage. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Blast a 3x3 area for 25 damage.&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Blast a 5x5 area for 25 damage. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Slam (Weapon Type)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Slam 2 tiles in front of you for base weapon&#039;s element type.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Slam 2 tiles in front of you for +1 damage of weapon&#039;s element type.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Slam 2 tiles in front of you for +3 damage of weapon&#039;s element type.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Slam 2 tiles in front of you for +5 damage of weapon&#039;s element type.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Slam 3 tiles in front of you for +5 damage of weapon&#039;s element type.&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Slam 3 tiles in front of you for +7 damage of weapon&#039;s element type.&lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Slam 3 tiles in front of you for +10 damage of weapon&#039;s element type.&lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Slam 3 tiles in front of you for +14 damage of weapon&#039;s element type. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Slam 3 tiles in front of you for +19 damage of weapon&#039;s element type.&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Slam 4 tiles in front of you for +25 damage of weapon&#039;s element type.&lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Whirlwind (Weapon Type)&#039;&#039;&#039; &lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Spin around in a circle, striking all enemies within 3 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Cyclone (Air)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Summon a 1x1 cyclone that orbits the caster for 10 seconds, causing 3 air damage to anything it passes through. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Summon a 1x1 cyclone that orbits the caster for 20 seconds, causing 4 air damage to anything it passes through. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Summon a 1x1 cyclone that orbits the caster for 30 seconds, causing 5 air damage to anything it passes through. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Summon a 1x1 cyclone that orbits the caster for 45 seconds, causing 5 air damage to anything it passes through. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 10 seconds, causing 5 air damage to anything it passes through. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 20 seconds, causing 6 air damage to anything it passes through. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 30 seconds, causing 7 air damage to anything it passes through. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 45 seconds, causing 8 air damage to anything it passes through. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 60 seconds, causing 9 air damage to anything it passes through. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Summon four 1x1 cyclones that orbit the caster for 120 seconds, causing 10 air damage to anything it passes through. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Storm (Water)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Call a storm onto a tile, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Call a storm onto a 2x2 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Call a storm onto a 3x3 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Call a storm onto a 4x4 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 20 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 30 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 45 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 60 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Call a storm onto a 6x6 area, causing a rain storm to appear for 120 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Root (Wood/Nature)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Root combatants on the selected tile in place for 2 seconds. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Root combatants on the selected tile in place for 3 seconds. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Root combatants on the selected tile in place for 4 seconds. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Root combatants on the selected tile in place for 5 seconds. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Root combatants in a 3x3 area in place for 5 seconds. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Root combatants in a 3x3 area in place for 6 seconds. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Root combatants in a 3x3 area in place for 7 seconds. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Root combatants in a 3x3 area in place for 8 seconds. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Root combatants in a 3x3 area in place for 9 seconds. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Root combatants in a 5x5 area in place for 5 seconds. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Lightning Bolt (Lightning)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Cast a lightning bolt upon a tile, striking the enemy for 3 lightning damage. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Cast a lightning bolt upon a tile, striking the enemy for 5 lightning damage. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Cast a lightning bolt upon a tile, striking the enemy for 7 lightning damage. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Cast a lightning bolt upon a tile, striking the enemy for 10 lightning damage. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Cast a lightning bolt upon two selected consecutive tiles, each striking the enemy for 7 lightning damage. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Cast a lightning bolt upon two selected consecutive tiles, each striking the enemy for 10 lightning damage. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Cast a lightning bolt upon two selected consecutive tiles, each striking the enemy for 14 lightning damage. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Cast a lightning bolt upon two selected consecutive tiles, each striking the enemy for 19 lightning damage. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Cast a lightning bolt upon two selected consecutive tiles, each striking the enemy for 25 lightning damage. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Cast a lightning bolt upon three selected consecutive tiles, each striking the enemy for 20 lightning damage. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Arctic Winds (Ice)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Let out a burst of frigidly cold air in a 2 tile radius of you, freezing anything it hits in place for 3 seconds. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Let out a burst of frigidly cold air in a 2 tile radius of you, freezing anything it hits in place for 4 seconds. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Let out a burst of frigidly cold air in a 2 tile radius of you, freezing anything it hits in place for 5 seconds. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Let out a burst of frigidly cold air in a 2 tile radius of you, freezing anything it hits in place for 6 seconds. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Let out a burst of frigidly cold air in a 3 tile radius of you, freezing anything it hits in place for 6 seconds. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Let out a burst of frigidly cold air in a 3 tile radius of you, freezing anything it hits in place for 7 seconds. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Let out a burst of frigidly cold air in a 3 tile radius of you, freezing anything it hits in place for 8 seconds. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Let out a burst of frigidly cold air in a 3 tile radius of you, freezing anything it hits in place for 9 seconds. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Let out a burst of frigidly cold air in a 3 tile radius of you, freezing anything it hits in place for 10 seconds. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Let out a burst of frigidly cold air in a 5 tile radius of you, freezing anything it hits in place for 10 seconds. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;River Fishing (Water)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 1 river fish, receive some pneuma. 25% chance of success. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 1 river fish, receive some pneuma. 50% chance of success. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 1 river fish, receive some pneuma. 75% chance of success. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 2 river fish, receive some pneuma. 25% chance of success. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 2 river fish, receive some pneuma. 50% chance of success. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 2 river fish, receive some pneuma. 75% chance of success. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 3 river fish, receive some pneuma. 25% chance of success. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 3 river fish, receive some pneuma. 50% chance of success. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 3 river fish, receive some pneuma. 75% chance of success. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 4 river fish, receive some pneuma. 25% chance of success. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Logging (Wood/Nature)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Attempt to cut down the tree and gain logs. Able to cut pine, birch, and oak. Gain some pneuma. 25% chance of success. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Attempt to cut down the tree and gain logs. Able to cut pine, birch, and oak. Gain some pneuma. 50% chance of success. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Attempt to cut down the tree and gain logs. Able to cut pine, birch, and oak. Gain some pneuma. 75% chance of success. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Attempt to cut down the tree and gain logs. Able to cut pine, birch, oak, willow, ashwood, [another].. Gain some pneuma. 25% chance of success. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Attempt to cut down the tree and gain logs. Able to cut pine, birch, oak, willow, ashwood, [another].. Gain some pneuma. 50% chance of success. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Attempt to cut down the tree and gain logs. Able to cut pine, birch, oak, willow, ashwood, [another].. Gain some pneuma. 75% chance of success. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Attempt to cut down the tree and gain logs. Able to cut pine, birch, and oak. Gain some pneuma. 75% chance of success. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|&lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|&lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Jewel Cutting (Type-less)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Attempt to cut a tier 1 gems. Quartz, Citrine, Amethyst, Red Garnet. 25% chance of success. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Attempt to cut a tier 1 gems. Quartz, Citrine, Amethyst, Red Garnet. 50% chance of success. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Attempt to cut a tier 1 gems. Quartz, Citrine, Amethyst, Red Garnet. 75% chance of success. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Attempt to cut a tier 2 gem. Diamond, Sapphire, Ruby, Emerald. 25% chance of success. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Attempt to cut a tier 2 gem. Diamond, Sapphire, Ruby, Emerald. 50% chance of success. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Attempt to cut a tier 2 gem. Diamond, Sapphire, Ruby, Emerald. 75% chance of success. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Attempt to cut a tier 3 gem. Black Opal, Pneuma Crystal. 25% chance of success. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Attempt to cut a tier 3 gem. Black Opal, Pneuma Crystal. 50% chance of success. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Attempt to cut a tier 3 gem. Black Opal, Pneuma Crystal. 75% chance of success. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Attempt to cut a tier 4 gem. Acuanite, Emberstone, Terrathyst, Aeronite. 100% chance of success. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Jewel Cutting (Type-less)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Attempt to cut a tier 1 gems. Quartz, Citrine, Amethyst, Red Garnet. 25% chance of success. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Attempt to cut a tier 1 gems. Quartz, Citrine, Amethyst, Red Garnet. 50% chance of success. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Attempt to cut a tier 1 gems. Quartz, Citrine, Amethyst, Red Garnet. 75% chance of success. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Attempt to cut a tier 2 gem. Diamond, Sapphire, Ruby, Emerald. 25% chance of success. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Attempt to cut a tier 2 gem. Diamond, Sapphire, Ruby, Emerald. 50% chance of success. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Attempt to cut a tier 2 gem. Diamond, Sapphire, Ruby, Emerald. 75% chance of success. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Attempt to cut a tier 3 gem. Black Opal, Pneuma Crystal. 25% chance of success. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Attempt to cut a tier 3 gem. Black Opal, Pneuma Crystal. 50% chance of success. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Attempt to cut a tier 3 gem. Black Opal, Pneuma Crystal. 7575% chance of success. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Attempt to cut a tier 4 gem. Acuanite, Emberstone, Terrathyst, Aeronite. 100% chance of success. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mastery ==&lt;br /&gt;
&lt;br /&gt;
Each ability tracks its own &#039;&#039;&#039;mastery&#039;&#039;&#039;, which grows with the pneuma spent through it and increases that ability&#039;s power and/or reduces its cost. Every ability spends pneuma — combat, gathering, and utility alike (see [[Pneuma]]) — so mastery is measured everywhere in the same currency. Mastery is per-ability, not shared with other abilities — improving Jump does not improve Blink, even though both are &amp;quot;utility.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is the same mastery mechanic [[Pneuma]] already uses for spells, generalized to apply to every ability in the game, combat and non-combat alike.&lt;br /&gt;
&lt;br /&gt;
== Elemental tagging ==&lt;br /&gt;
&lt;br /&gt;
Some abilities are tagged with an element (fire, water, air, earth). Using a tagged ability contributes to that element&#039;s [[Affinity]] and can benefit from it. Abilities with no elemental tag split two ways: those that work raw pneuma directly — physical combat techniques and untyped workings like Blink — train and benefit from &#039;&#039;&#039;pure&#039;&#039;&#039; affinity ([[Pneuma]]); mundane abilities (e.g. Thieving&#039;s) interact with no affinity at all.&lt;br /&gt;
&lt;br /&gt;
== Grouping ==&lt;br /&gt;
&lt;br /&gt;
Abilities are grouped bottom-up into [[Skill]]s. The grouping is discovered by looking at the actual list of abilities that exist, rather than designed as a fixed taxonomy up front.&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Ability&amp;diff=88</id>
		<title>Ability</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Ability&amp;diff=88"/>
		<updated>2026-08-16T22:22:27Z</updated>

		<summary type="html">&lt;p&gt;Bembi: more abilties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ability&#039;&#039;&#039; is the atomic unit of anything a character can do — a spell, a physical combat technique, a gathering action (e.g. netting salmon, harpooning), or a utility action (Jump, Blink). Abilities are what get bound to keybinds/hotbar slots.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
Pneuma Cost Formula: 2ⁿ&lt;br /&gt;
&lt;br /&gt;
Level Requirement Formula: 10n²·2ⁿ&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Cleave (Weapon Type)&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Next swing will attack all tiles with normal damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Next swing will attack all tiles with +1 damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Next swing will attack all tiles with +3 damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Next swing will attack all tiles with +5 damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Next swing will attack all tiles with +5 damage of the weapon&#039;s element type. Hits cannot miss.&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Next swing will attack all tiles with +7 damage of the weapon&#039;s element type. Hits cannot miss.&lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Next swing will attack all tiles with +10 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Next swing will attack all tiles with +15 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Next swing will attack all tiles with +20 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Next swing will attack all tiles with +30 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Blink (Type-less)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Teleport to a selected tile within 5 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Teleport to a selected tile within 8 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Teleport to a selected tile within 12 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Teleport to a selected tile within 15 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Teleport to a selected tile within 20 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Teleport to a selected tile within 21 tiles (including vertically). 8 second cooldown.&lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Teleport to a selected tile within 22 tiles (including vertically). 6 second cooldown.&lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Teleport to a selected tile within 23 tiles (including vertically). 4 second cooldown.&lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Teleport to a selected tile within 24 tiles (including vertically). 2 second cooldown.&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Teleport to a selected tile within 25 tiles (including vertically). No cooldown.&lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Fireblast (Fire)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Blast a tile for 5 fire damage.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Blast a tile for 7 fire damage.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Blast a tile for 10 fire damage.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Blast a tile for 14 fire damage.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Blast a 3x3 area for 14 fire damage. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Blast a 3x3 area for 17 fire damage. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Blast a 3x3 area for 20 fire damage. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Blast a 3x3 area for 23 fire damage. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Blast a 3x3 area for 25 damage.&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Blast a 5x5 area for 25 damage. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Slam (Weapon Type)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Slam 2 tiles in front of you for base weapon&#039;s element type.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Slam 2 tiles in front of you for +1 damage of weapon&#039;s element type.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Slam 2 tiles in front of you for +3 damage of weapon&#039;s element type.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Slam 2 tiles in front of you for +5 damage of weapon&#039;s element type.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Slam 3 tiles in front of you for +5 damage of weapon&#039;s element type.&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Slam 3 tiles in front of you for +7 damage of weapon&#039;s element type.&lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Slam 3 tiles in front of you for +10 damage of weapon&#039;s element type.&lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Slam 3 tiles in front of you for +14 damage of weapon&#039;s element type. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Slam 3 tiles in front of you for +19 damage of weapon&#039;s element type.&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Slam 4 tiles in front of you for +25 damage of weapon&#039;s element type.&lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Whirlwind (Weapon Type)&#039;&#039;&#039; &lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Spin around in a circle, striking all enemies within 3 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Cyclone (Air)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Summon a 1x1 cyclone that orbits the caster for 10 seconds, causing 3 air damage to anything it passes through. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Summon a 1x1 cyclone that orbits the caster for 20 seconds, causing 4 air damage to anything it passes through. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Summon a 1x1 cyclone that orbits the caster for 30 seconds, causing 5 air damage to anything it passes through. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Summon a 1x1 cyclone that orbits the caster for 45 seconds, causing 5 air damage to anything it passes through. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 10 seconds, causing 5 air damage to anything it passes through. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 20 seconds, causing 6 air damage to anything it passes through. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 30 seconds, causing 7 air damage to anything it passes through. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 45 seconds, causing 8 air damage to anything it passes through. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 60 seconds, causing 9 air damage to anything it passes through. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Summon four 1x1 cyclones that orbit the caster for 120 seconds, causing 10 air damage to anything it passes through. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Storm (Water)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Call a storm onto a tile, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Call a storm onto a 2x2 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Call a storm onto a 3x3 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Call a storm onto a 4x4 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 20 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 30 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 45 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 60 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Call a storm onto a 6x6 area, causing a rain storm to appear for 120 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Root (Wood/Nature)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Root combatants on the selected tile in place for 2 seconds. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Root combatants on the selected tile in place for 3 seconds. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Root combatants on the selected tile in place for 4 seconds. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Root combatants on the selected tile in place for 5 seconds. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Root combatants in a 3x3 area in place for 5 seconds. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Root combatants in a 3x3 area in place for 6 seconds. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Root combatants in a 3x3 area in place for 7 seconds. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Root combatants in a 3x3 area in place for 8 seconds. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Root combatants in a 3x3 area in place for 9 seconds. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Root combatants in a 5x5 area in place for 5 seconds. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Lightning Bolt (Lightning)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Cast a lightning bolt upon a tile, striking the enemy for 3 lightning damage. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Cast a lightning bolt upon a tile, striking the enemy for 5 lightning damage. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Cast a lightning bolt upon a tile, striking the enemy for 7 lightning damage. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Cast a lightning bolt upon a tile, striking the enemy for 10 lightning damage. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Cast a lightning bolt upon two selected consecutive tiles, each striking the enemy for 7 lightning damage. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Cast a lightning bolt upon two selected consecutive tiles, each striking the enemy for 10 lightning damage. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Cast a lightning bolt upon two selected consecutive tiles, each striking the enemy for 14 lightning damage. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Cast a lightning bolt upon two selected consecutive tiles, each striking the enemy for 19 lightning damage. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Cast a lightning bolt upon two selected consecutive tiles, each striking the enemy for 25 lightning damage. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Cast a lightning bolt upon three selected consecutive tiles, each striking the enemy for 20 lightning damage. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Arctic Winds (Ice)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Let out a burst of frigidly cold air in a 2 tile radius of you, freezing anything it hits in place for 3 seconds. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Let out a burst of frigidly cold air in a 2 tile radius of you, freezing anything it hits in place for 4 seconds. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Let out a burst of frigidly cold air in a 2 tile radius of you, freezing anything it hits in place for 5 seconds. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Let out a burst of frigidly cold air in a 2 tile radius of you, freezing anything it hits in place for 6 seconds. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Let out a burst of frigidly cold air in a 3 tile radius of you, freezing anything it hits in place for 6 seconds. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Let out a burst of frigidly cold air in a 3 tile radius of you, freezing anything it hits in place for 7 seconds. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Let out a burst of frigidly cold air in a 3 tile radius of you, freezing anything it hits in place for 8 seconds. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Let out a burst of frigidly cold air in a 3 tile radius of you, freezing anything it hits in place for 9 seconds. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Let out a burst of frigidly cold air in a 3 tile radius of you, freezing anything it hits in place for 10 seconds. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Let out a burst of frigidly cold air in a 5 tile radius of you, freezing anything it hits in place for 10 seconds. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;River Fishing (Water)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 1 river fish, receive some pneuma. 25% chance of success. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 1 river fish, receive some pneuma. 50% chance of success. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 1 river fish, receive some pneuma. 75% chance of success. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 2 river fish, receive some pneuma. 25% chance of success. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 2 river fish, receive some pneuma. 50% chance of success. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 2 river fish, receive some pneuma. 75% chance of success. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 3 river fish, receive some pneuma. 25% chance of success. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 3 river fish, receive some pneuma. 50% chance of success. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 3 river fish, receive some pneuma. 75% chance of success. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Cast out in an attempt to catch a fish in the river. Upon catching a tier 4 river fish, receive some pneuma. 25% chance of success. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Logging (Wood/Nature)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Attempt to cut down the tree and gain logs. Able to cut pine, birch, and oak. Gain some pneuma. 25% chance of success. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Attempt to cut down the tree and gain logs. Able to cut pine, birch, and oak. Gain some pneuma. 50% chance of success. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Attempt to cut down the tree and gain logs. Able to cut pine, birch, and oak. Gain some pneuma. 75% chance of success. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Attempt to cut down the tree and gain logs. Able to cut pine, birch, oak, willow, ashwood, [another].. Gain some pneuma. 25% chance of success. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Attempt to cut down the tree and gain logs. Able to cut pine, birch, oak, willow, ashwood, [another].. Gain some pneuma. 50% chance of success. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Attempt to cut down the tree and gain logs. Able to cut pine, birch, oak, willow, ashwood, [another].. Gain some pneuma. 75% chance of success. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Attempt to cut down the tree and gain logs. Able to cut pine, birch, and oak. Gain some pneuma. 75% chance of success. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|&lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|&lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Jewel Cutting (Type-less)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Attempt to cut a tier 1 gems. Quartz, Citrine, Amethyst, Red Garnet. 25% chance of success. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Attempt to cut a tier 1 gems. Quartz, Citrine, Amethyst, Red Garnet. 50% chance of success. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Attempt to cut a tier 1 gems. Quartz, Citrine, Amethyst, Red Garnet. 75% chance of success. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Attempt to cut a tier 2 gem. Diamond, Sapphire, Ruby, Emerald. 25% chance of success. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Attempt to cut a tier 2 gem. Diamond, Sapphire, Ruby, Emerald. 50% chance of success. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Attempt to cut a tier 2 gem. Diamond, Sapphire, Ruby, Emerald. 75% chance of success. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Attempt to cut a tier 3 gem. Black Opal, Pneuma Crystal. 25% chance of success. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Attempt to cut a tier 3 gem. Black Opal, Pneuma Crystal. 50% chance of success. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Attempt to cut a tier 3 gem. Black Opal, Pneuma Crystal. 7575% chance of success. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Attempt to cut a tier 4 gem. Acuanite, Emberstone, Terrathyst, Aeronite. 100% chance of success. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Jewel Cutting (Type-less)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Attempt to cut a tier 1 gems. Quartz, Citrine, Amethyst, Red Garnet. 25% chance of success. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Attempt to cut a tier 1 gems. Quartz, Citrine, Amethyst, Red Garnet. 50% chance of success. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Attempt to cut a tier 1 gems. Quartz, Citrine, Amethyst, Red Garnet. 75% chance of success. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Attempt to cut a tier 2 gem. Diamond, Sapphire, Ruby, Emerald. 25% chance of success. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Attempt to cut a tier 2 gem. Diamond, Sapphire, Ruby, Emerald. 50% chance of success. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Attempt to cut a tier 2 gem. Diamond, Sapphire, Ruby, Emerald. 75% chance of success. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Attempt to cut a tier 3 gem. Black Opal, Pneuma Crystal. 25% chance of success. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Attempt to cut a tier 3 gem. Black Opal, Pneuma Crystal. 50% chance of success. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Attempt to cut a tier 3 gem. Black Opal, Pneuma Crystal. 7575% chance of success. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Attempt to cut a tier 4 gem. Acuanite, Emberstone, Terrathyst, Aeronite. 100% chance of success. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mastery ==&lt;br /&gt;
&lt;br /&gt;
Each ability tracks its own &#039;&#039;&#039;mastery&#039;&#039;&#039;, which grows with the pneuma spent through it and increases that ability&#039;s power and/or reduces its cost. Every ability spends pneuma — combat, gathering, and utility alike (see [[Pneuma]]) — so mastery is measured everywhere in the same currency. Mastery is per-ability, not shared with other abilities — improving Jump does not improve Blink, even though both are &amp;quot;utility.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is the same mastery mechanic [[Pneuma]] already uses for spells, generalized to apply to every ability in the game, combat and non-combat alike.&lt;br /&gt;
&lt;br /&gt;
== Elemental tagging ==&lt;br /&gt;
&lt;br /&gt;
Some abilities are tagged with an element (fire, water, air, earth). Using a tagged ability contributes to that element&#039;s [[Affinity]] and can benefit from it. Abilities with no elemental tag split two ways: those that work raw pneuma directly — physical combat techniques and untyped workings like Blink — train and benefit from &#039;&#039;&#039;pure&#039;&#039;&#039; affinity ([[Pneuma]]); mundane abilities (e.g. Thieving&#039;s) interact with no affinity at all.&lt;br /&gt;
&lt;br /&gt;
== Grouping ==&lt;br /&gt;
&lt;br /&gt;
Abilities are grouped bottom-up into [[Skill]]s. The grouping is discovered by looking at the actual list of abilities that exist, rather than designed as a fixed taxonomy up front.&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Ability&amp;diff=87</id>
		<title>Ability</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Ability&amp;diff=87"/>
		<updated>2026-08-16T21:34:59Z</updated>

		<summary type="html">&lt;p&gt;Bembi: more abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ability&#039;&#039;&#039; is the atomic unit of anything a character can do — a spell, a physical combat technique, a gathering action (e.g. netting salmon, harpooning), or a utility action (Jump, Blink). Abilities are what get bound to keybinds/hotbar slots.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
Pneuma Cost Formula: 2ⁿ&lt;br /&gt;
&lt;br /&gt;
Level Requirement Formula: 10n²·2ⁿ&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Cleave (Weapon Type)&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Next swing will attack all tiles with normal damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Next swing will attack all tiles with +1 damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Next swing will attack all tiles with +3 damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Next swing will attack all tiles with +5 damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Next swing will attack all tiles with +5 damage of the weapon&#039;s element type. Hits cannot miss.&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Next swing will attack all tiles with +7 damage of the weapon&#039;s element type. Hits cannot miss.&lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Next swing will attack all tiles with +10 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Next swing will attack all tiles with +15 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Next swing will attack all tiles with +20 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Next swing will attack all tiles with +30 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Blink (Type-less)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Teleport to a selected tile within 5 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Teleport to a selected tile within 8 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Teleport to a selected tile within 12 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Teleport to a selected tile within 15 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Teleport to a selected tile within 20 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Teleport to a selected tile within 21 tiles (including vertically). 8 second cooldown.&lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Teleport to a selected tile within 22 tiles (including vertically). 6 second cooldown.&lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Teleport to a selected tile within 23 tiles (including vertically). 4 second cooldown.&lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Teleport to a selected tile within 24 tiles (including vertically). 2 second cooldown.&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Teleport to a selected tile within 25 tiles (including vertically). No cooldown.&lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Fireblast (Fire)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Blast a tile for 5 fire damage.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Blast a tile for 7 fire damage.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Blast a tile for 10 fire damage.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Blast a tile for 14 fire damage.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Blast a 3x3 area for 14 fire damage. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Blast a 3x3 area for 17 fire damage. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Blast a 3x3 area for 20 fire damage. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Blast a 3x3 area for 23 fire damage. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Blast a 3x3 area for 25 damage.&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Blast a 5x5 area for 25 damage. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Slam (Weapon Type)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Slam 2 tiles in front of you for base weapon&#039;s element type.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Slam 2 tiles in front of you for +1 damage of weapon&#039;s element type.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Slam 2 tiles in front of you for +3 damage of weapon&#039;s element type.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Slam 2 tiles in front of you for +5 damage of weapon&#039;s element type.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Slam 3 tiles in front of you for +5 damage of weapon&#039;s element type.&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Slam 3 tiles in front of you for +7 damage of weapon&#039;s element type.&lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Slam 3 tiles in front of you for +10 damage of weapon&#039;s element type.&lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Slam 3 tiles in front of you for +14 damage of weapon&#039;s element type. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Slam 3 tiles in front of you for +19 damage of weapon&#039;s element type.&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Slam 4 tiles in front of you for +25 damage of weapon&#039;s element type.&lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Whirlwind (Weapon Type)&#039;&#039;&#039; &lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Spin around in a circle, striking all enemies within 2 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Spin around in a circle, striking all enemies within 3 tiles around you for weapon&#039;s base damage of type. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Cyclone (Air)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Summon a 1x1 cyclone that orbits the caster for 10 seconds, causing 3 air damage to anything it passes through. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Summon a 1x1 cyclone that orbits the caster for 20 seconds, causing 4 air damage to anything it passes through. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Summon a 1x1 cyclone that orbits the caster for 30 seconds, causing 5 air damage to anything it passes through. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Summon a 1x1 cyclone that orbits the caster for 45 seconds, causing 5 air damage to anything it passes through. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 10 seconds, causing 5 air damage to anything it passes through. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 20 seconds, causing 6 air damage to anything it passes through. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 30 seconds, causing 7 air damage to anything it passes through. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 45 seconds, causing 8 air damage to anything it passes through. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Summon two 1x1 cyclones that orbit the caster for 60 seconds, causing 9 air damage to anything it passes through. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Summon four 1x1 cyclones that orbit the caster for 120 seconds, causing 10 air damage to anything it passes through. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Storm (Water)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Call a storm onto a tile, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Call a storm onto a 2x2 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Call a storm onto a 3x3 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Call a storm onto a 4x4 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 20 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 30 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 45 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 60 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Call a storm onto a 6x6 area, causing a rain storm to appear for 120 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Storm (Water)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Call a storm onto a tile, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Call a storm onto a 2x2 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Call a storm onto a 3x3 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Call a storm onto a 4x4 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 10 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 20 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 30 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 45 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Call a storm onto a 5x5 area, causing a rain storm to appear for 60 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Call a storm onto a 6x6 area, causing a rain storm to appear for 120 seconds. Any player or NPC who stands on affected tile becomes wet. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mastery ==&lt;br /&gt;
&lt;br /&gt;
Each ability tracks its own &#039;&#039;&#039;mastery&#039;&#039;&#039;, which grows with the pneuma spent through it and increases that ability&#039;s power and/or reduces its cost. Every ability spends pneuma — combat, gathering, and utility alike (see [[Pneuma]]) — so mastery is measured everywhere in the same currency. Mastery is per-ability, not shared with other abilities — improving Jump does not improve Blink, even though both are &amp;quot;utility.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is the same mastery mechanic [[Pneuma]] already uses for spells, generalized to apply to every ability in the game, combat and non-combat alike.&lt;br /&gt;
&lt;br /&gt;
== Elemental tagging ==&lt;br /&gt;
&lt;br /&gt;
Some abilities are tagged with an element (fire, water, air, earth). Using a tagged ability contributes to that element&#039;s [[Affinity]] and can benefit from it. Abilities with no elemental tag split two ways: those that work raw pneuma directly — physical combat techniques and untyped workings like Blink — train and benefit from &#039;&#039;&#039;pure&#039;&#039;&#039; affinity ([[Pneuma]]); mundane abilities (e.g. Thieving&#039;s) interact with no affinity at all.&lt;br /&gt;
&lt;br /&gt;
== Grouping ==&lt;br /&gt;
&lt;br /&gt;
Abilities are grouped bottom-up into [[Skill]]s. The grouping is discovered by looking at the actual list of abilities that exist, rather than designed as a fixed taxonomy up front.&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Ability&amp;diff=86</id>
		<title>Ability</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Ability&amp;diff=86"/>
		<updated>2026-08-16T21:16:33Z</updated>

		<summary type="html">&lt;p&gt;Bembi: added abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ability&#039;&#039;&#039; is the atomic unit of anything a character can do — a spell, a physical combat technique, a gathering action (e.g. netting salmon, harpooning), or a utility action (Jump, Blink). Abilities are what get bound to keybinds/hotbar slots.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
Pneuma Cost Formula: 2ⁿ&lt;br /&gt;
Level Requirement Formula: 10n²·2ⁿ&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Cleave (Weapon Type)&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Next swing will attack all tiles with normal damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Next swing will attack all tiles with +1 damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Next swing will attack all tiles with +3 damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Next swing will attack all tiles with +5 damage of the weapon&#039;s element type. Hits can miss.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Next swing will attack all tiles with +5 damage of the weapon&#039;s element type. Hits cannot miss.&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Next swing will attack all tiles with +7 damage of the weapon&#039;s element type. Hits cannot miss.&lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Next swing will attack all tiles with +10 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Next swing will attack all tiles with +15 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Next swing will attack all tiles with +20 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Next swing will attack all tiles with +30 damage of the weapon&#039;s element type. Hits cannot miss. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Blink (Typeless)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Teleport to a selected tile within 5 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Teleport to a selected tile within 8 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Teleport to a selected tile within 12 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Teleport to a selected tile within 15 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Teleport to a selected tile within 20 tiles (including vertically). 10 second cooldown.&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Teleport to a selected tile within 21 tiles (including vertically). 8 second cooldown.&lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Teleport to a selected tile within 22 tiles (including vertically). 6 second cooldown.&lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Teleport to a selected tile within 23 tiles (including vertically). 4 second cooldown.&lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Teleport to a selected tile within 24 tiles (including vertically). 2 second cooldown.&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Teleport to a selected tile within 25 tiles (including vertically). No cooldown.&lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Fireblast (Fire)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Blast a tile for 5 fire damage.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Blast a tile for 7 fire damage.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Blast a tile for 10 fire damage.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Blast a tile for 14 fire damage.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Blast a 3x3 area for 14 fire damage. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Blast a 3x3 area for 17 fire damage. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Blast a 3x3 area for 20 fire damage. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Blast a 3x3 area for 23 fire damage. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Blast a 3x3 area for 25 damage.&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Blast a 5x5 area for 25 damage. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Slam (Weapon Type)&#039;&#039;&#039;&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Slam 2 tiles in front of you for base weapon&#039;s element type.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Slam 2 tiles in front of you for +1 damage of weapon&#039;s element type.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Slam 2 tiles in front of you for +3 damage of weapon&#039;s element type.&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Slam 2 tiles in front of you for +5 damage of weapon&#039;s element type.&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Slam 3 tiles in front of you for +5 damage of weapon&#039;s element type.&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Slam 3 tiles in front of you for +7 damage of weapon&#039;s element type.&lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Slam 3 tiles in front of you for +10 damage of weapon&#039;s element type.&lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Slam 3 tiles in front of you for +14 damage of weapon&#039;s element type. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Slam 3 tiles in front of you for +19 damage of weapon&#039;s element type.&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Slam 4 tiles in front of you for +25 damage of weapon&#039;s element type.&lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Whirlwind (Weapon Type)&#039;&#039;&#039; &lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
&#039;&#039;&#039;Whirlwind (Weapon Type)&#039;&#039;&#039; &lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|Spin around in a circle, striking all enemies around you for weapon&#039;s base damage of type. &lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mastery ==&lt;br /&gt;
&lt;br /&gt;
Each ability tracks its own &#039;&#039;&#039;mastery&#039;&#039;&#039;, which grows with the pneuma spent through it and increases that ability&#039;s power and/or reduces its cost. Every ability spends pneuma — combat, gathering, and utility alike (see [[Pneuma]]) — so mastery is measured everywhere in the same currency. Mastery is per-ability, not shared with other abilities — improving Jump does not improve Blink, even though both are &amp;quot;utility.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is the same mastery mechanic [[Pneuma]] already uses for spells, generalized to apply to every ability in the game, combat and non-combat alike.&lt;br /&gt;
&lt;br /&gt;
== Elemental tagging ==&lt;br /&gt;
&lt;br /&gt;
Some abilities are tagged with an element (fire, water, air, earth). Using a tagged ability contributes to that element&#039;s [[Affinity]] and can benefit from it. Abilities with no elemental tag split two ways: those that work raw pneuma directly — physical combat techniques and untyped workings like Blink — train and benefit from &#039;&#039;&#039;pure&#039;&#039;&#039; affinity ([[Pneuma]]); mundane abilities (e.g. Thieving&#039;s) interact with no affinity at all.&lt;br /&gt;
&lt;br /&gt;
== Grouping ==&lt;br /&gt;
&lt;br /&gt;
Abilities are grouped bottom-up into [[Skill]]s. The grouping is discovered by looking at the actual list of abilities that exist, rather than designed as a fixed taxonomy up front.&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Combat&amp;diff=85</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Combat&amp;diff=85"/>
		<updated>2026-08-16T20:33:40Z</updated>

		<summary type="html">&lt;p&gt;Bembi: Overhauling combat page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat in [BTSCAPE] is a tick based system&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Abilities&#039;&#039;&#039; ==&lt;br /&gt;
Abilities in BTScape are used by spending Pneuma. The amount of Pneuma needed spends on the ability and it&#039;s level. &lt;br /&gt;
&lt;br /&gt;
Level Requirement Formula: 10n²·2ⁿ&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cleave&lt;br /&gt;
!Rank&lt;br /&gt;
!Pneuma Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Next Lvl Req&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Next swing will attack all tiles with normal damage. Individual hits can miss.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Next swill will attack all tiles with +1 damage. Individual hits can miss.&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|2,560&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|23,040&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|128&lt;br /&gt;
|&lt;br /&gt;
|62,720&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|256&lt;br /&gt;
|&lt;br /&gt;
|163,840&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|512&lt;br /&gt;
|&lt;br /&gt;
|414,720&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1024&lt;br /&gt;
|&lt;br /&gt;
|1,024,000&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=84</id>
		<title>Pneuma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=84"/>
		<updated>2026-08-16T16:01:05Z</updated>

		<summary type="html">&lt;p&gt;Bembi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pneuma&#039;&#039;&#039; is the world&#039;s life-force. Everything alive holds it; anything holding it is alive. It is both a resource you gather and spend and the basis of character progression.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
&lt;br /&gt;
Pneuma has one form: &#039;&#039;&#039;pure&#039;&#039;&#039;. There is no such thing as elemental pneuma.&lt;br /&gt;
&lt;br /&gt;
What is elemental is matter. A &#039;&#039;&#039;medium&#039;&#039;&#039; is elemental matter — fire, air, water, or earth. Media are ordinary stuff. They are not alive and hold no power of their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binding&#039;&#039;&#039; lodges pneuma into a medium. Bound pneuma is what gets gathered, condensed, traded and spent. &amp;quot;Fire pneuma&amp;quot; is everyday shorthand for pneuma bound in a fire medium, not a separate kind of pneuma.&lt;br /&gt;
&lt;br /&gt;
[[File:Elemental Square.png|thumb|The four media on a square. Each edge joins two that share a quality — a temperature (hot or cold) or a moisture (wet or dry); the diagonals share none.]]&lt;br /&gt;
The four media stand in fixed relation to one another:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; — two media that share a quality (adjacent on the square). Every medium has two allies.&lt;br /&gt;
* &#039;&#039;&#039;Enemies&#039;&#039;&#039; — the two media that share no quality (diagonal). Every medium has exactly one enemy.&lt;br /&gt;
&lt;br /&gt;
These relations belong to the media, not to the pneuma bound in them. Synergy and dissonance are things fire and water do to each other; the pneuma is only along for the ride.&lt;br /&gt;
&lt;br /&gt;
== Reactions ==&lt;br /&gt;
&lt;br /&gt;
When two elements are combined, a reaction occurs. What reaction occurs depends on the relationship between the two elements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Elements combining !! Relation !! Reaction !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Share a quality || Allies || &#039;&#039;&#039;Synergy&#039;&#039;&#039; || Combine into a hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Share none || Enemies || &#039;&#039;&#039;Dissonance&#039;&#039;&#039; || Cancel into pure (less than went in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrids&#039;&#039;&#039; are created when two allied elements are combined. The type of combination depends on the shared quality of both elements:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Allies !! Shared quality !! Hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Air || Hot || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Earth || Dry || Magma&lt;br /&gt;
|-&lt;br /&gt;
| Water + Air || Wet || Mist, ice&lt;br /&gt;
|-&lt;br /&gt;
| Water + Earth || Cold || Mud&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Three Laws ==&lt;br /&gt;
&lt;br /&gt;
There are three simple laws which describe the rules of how pneuma works.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Vitality.&#039;&#039;&#039; Pneuma is life, but only when it moves. Pneuma circulating through a &#039;&#039;&#039;vessel&#039;&#039;&#039; — a structure able to carry it — is alive. Pneuma merely lodged in matter is &#039;&#039;charged&#039;&#039;, not alive: it sits inert, and can be carried, stored and traded safely. Fill a vessel and it wakes; drain it and it goes still.&lt;br /&gt;
&lt;br /&gt;
What a living thing can &#039;&#039;do&#039;&#039; is decided by its vessel, not by its pneuma. Pneuma supplies animation; structure decides what that animation amounts to. The same pneuma glows in a stone and thinks in a person. More pneuma in a simple vessel makes it stronger, not cleverer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Attrition.&#039;&#039;&#039; Shaping has a cost. Any time pneuma is bound into a medium or released from one, or two enemy media annihilate each other, part of it is spent. Only carrying and storing it are free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law III — Affinity.&#039;&#039;&#039; Media favor those with an affinity for them. Affinity grows by spending that medium (casting or exertion). The higher the affinity, the less each binding loses to Attrition.&lt;br /&gt;
&lt;br /&gt;
== Key terms ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shaping&#039;&#039;&#039;: converting pneuma between pure and elemental, either direction. Always costs (Law II).&lt;br /&gt;
** &#039;&#039;&#039;Absorption&#039;&#039;&#039;: the act of siphoning energy from physical elemental pneuma present in consumables or in the world, to fill one&#039;s pneuma reserves.&lt;br /&gt;
** &#039;&#039;&#039;Condensation&#039;&#039;&#039;: the act of transferring one&#039;s pneuma reserves into physical elemental pneuma for later consumption.&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;: how strongly a living thing is aligned to one element. Tracked per element, per practitioner. Sets casting cost and power. Grows by spending that element (Law III).&lt;br /&gt;
* &#039;&#039;&#039;Mastery&#039;&#039;&#039;: a single [[Ability|ability]]&#039;s accumulated experience, measured as the total pneuma ever spent through it. Affinity for an element is the sum of mastery across the abilities tagged with it — the same count at a wider scope.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Throughout the world, wherever elements are present - a river, a burning fire, a rocky mountain.&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; Everything alive gives up its pneuma when slain. An elemental creature yields its element; a common beast yields pure.&lt;br /&gt;
* &#039;&#039;&#039;Consumables.&#039;&#039;&#039; Pneuma can be condensed into physical form, which can be consumed to yield its power. Both pure and elemental pneuma can be condensed.&lt;br /&gt;
* &#039;&#039;&#039;The self.&#039;&#039;&#039; A body slowly refills its own reserve by drawing on the pneuma around it (Law I). Exercise or meditation speeds this, but far slower than gathering from the world or market. Because it is drawn rather than created, this is faster where the land is rich and poor where it is spent. Refilling stops at the baseline (see [[#The pool|The pool]]): the body restores what its vessel circulates, and not a drop more.&lt;br /&gt;
&lt;br /&gt;
=== Spent pneuma ===&lt;br /&gt;
&lt;br /&gt;
What Attrition takes (Law II) is not destroyed. It goes &#039;&#039;&#039;dull&#039;&#039;&#039; — still present, no longer usable — and settles into the ground where it was spent. Battlefields, ruins and long-worked sites are thick with it.&lt;br /&gt;
&lt;br /&gt;
Dull pneuma can be &#039;&#039;&#039;reclaimed&#039;&#039;&#039; and returned to use. [[Celaborans]] do this; whether anything else can is unsettled. Land that is heavily spent and never reclaimed goes sour, and land beyond that is &#039;&#039;&#039;void&#039;&#039;&#039; — nothing living draws anything from it.&lt;br /&gt;
&lt;br /&gt;
== The pool ==&lt;br /&gt;
&lt;br /&gt;
Each living creature has an unbounded reserve of &#039;&#039;&#039;pure&#039;&#039;&#039; pneuma. There is no ceiling.&lt;br /&gt;
&lt;br /&gt;
There is instead a floor: the &#039;&#039;&#039;baseline&#039;&#039;&#039; — the amount of pneuma the creature&#039;s vessel keeps in circulation (Law I). Below baseline the creature is depleted, and the body draws on the surrounding land to refill itself: faster the deeper the deficit, faster where the land is rich, slower where it is spent (see [[#Sources|Sources]]). At or above baseline there is no regeneration at all. Everything above the line is &#039;&#039;&#039;surplus&#039;&#039;&#039;, and surplus comes only from the world — absorption, slain creatures, consumables, trade.&lt;br /&gt;
&lt;br /&gt;
Baseline regeneration is a safety net, not an income: it sustains puttering, it does not fund serious exertion.&lt;br /&gt;
&lt;br /&gt;
* Filling: absorbing elements from the world, pneuma from other creatures, or by consuming physical pneuma.&lt;br /&gt;
* Draining: casting spells, using abilities, condensing pneuma into physical form.&lt;br /&gt;
&lt;br /&gt;
=== The vessel grows ===&lt;br /&gt;
&lt;br /&gt;
The baseline rises with lifetime pneuma spent — strongly sublinearly, so early growth is felt and later growth is earned. Circulation is the exercise that enlarges the vessel: not all of what Attrition takes settles into the ground (see [[#Spent pneuma|Spent pneuma]]) — a trace lodges in the one who did the spending, and years of it accrete into structure. A veteran practitioner is a long-worked site. The baseline never decreases.&lt;br /&gt;
&lt;br /&gt;
=== Surplus and condensation ===&lt;br /&gt;
&lt;br /&gt;
Condensation draws on surplus only — a vessel cannot bottle its own baseline. (Otherwise land regeneration would quietly become an income: regenerate, condense, sell.) Spending below baseline remains possible: spending one&#039;s vitality in an emergency is allowed; packaging it is not.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Everything alive gives up its pneuma when slain (see [[#Sources|Sources]]), and players are no exception: death sheds the surplus. Part goes to the victor; the rest goes dull into the ground where the body fell — battlefields are thick with dull pneuma for exactly this reason. What death cannot take is anything lodged in the vessel&#039;s structure: baseline, mastery, affinity. The land refills the vessel to baseline, and the practitioner stands back up. Carrying a great surplus into danger is therefore a wager; condensing it first — paying Attrition&#039;s fee — is the insurance.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to cast spells. Each spell draws a specific kind of pneuma: pure or elemental. Since creatures only have a pool of pure pneuma, to cast elemental spells, they must convert it. This conversion is more or less efficient based on one&#039;s affinity with that element (Law III), and is never lossless (Law II). Each spell has an associated mastery which governs how powerful that spell&#039;s effect is.&lt;br /&gt;
&lt;br /&gt;
A spell&#039;s intrinsic elemental requirement is fixed; affinity shaves only the conversion overhead around it. Cost therefore falls with affinity toward a floor it never reaches (Law II), while mastery keeps raising the effect: investment makes a spell cheaper and stronger, never free.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;pure&#039;&#039;&#039; spell — Blink and its kin — shapes pneuma directly, with no medium involved. It answers to pure affinity, the same affinity physical abilities train. There is no fifth element: pure is the unshaped substance, not another kind of matter.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to power physical abilities. Each ability uses pure pneuma, and one&#039;s pure affinity determines how much the ability costs. Warriors, rangers, rogues, and other non-magical combatants all primarily use abilities.&lt;br /&gt;
&lt;br /&gt;
Every [[Ability|ability]] spends pneuma — combat techniques, gathering actions, and utility workings alike: exertion is pneuma moving (Law I). Gathering carries its own counterweight: it happens at elemental sites, and sites are pneuma sources (see [[#Sources|Sources]]), so a gatherer absorbs from the site as they exert. At a rich site the loop nets roughly nothing — the land&#039;s pneuma passing through the gatherer&#039;s hands — while the gross flow still grows mastery and the baseline. Where the land is spent, the same work runs at a loss.&lt;br /&gt;
&lt;br /&gt;
== Affinity ==&lt;br /&gt;
&lt;br /&gt;
Casting a spell grants affinity to its user corresponding to the type of pneuma needed, pure or elemental.&lt;br /&gt;
&lt;br /&gt;
Affinity governs how cheap it is to convert back and forth between pure pneuma and elemental (to cast it, or condense it).&lt;br /&gt;
&lt;br /&gt;
Just like living creatures have affinity, elements have affinities too: allies and enemies. An element&#039;s ally can be combined to create powerful hybrid spells, and growing one&#039;s affinity in an element does not hinder one&#039;s ability to grow their affinity in an allied element. This effect is called &#039;&#039;&#039;synergy&#039;&#039;&#039;. An element&#039;s opposite destroys or negates it, and growing one&#039;s affinity in an opposing element is more difficult. This effect is called &#039;&#039;&#039;dissonance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Due to how affinity works, a spellcaster is naturally inclined to pick a particular element and stick to it. Due to how synergy and dissonance work, a spellcaster who wishes to grow their affinity in multiple elements will likely pick an ally of their first chosen element. Since each element has an enemy, and each ally is an enemy of each other (e.g. fire has allies air and earth, which are both opposites), players will typically pick an element pairing according to a shared quality (hot/cold/wet/dry), and hybridize. As one grows their mastery, it is eventually possible to become a master of all four elements, despite how dissonance works.&lt;br /&gt;
&lt;br /&gt;
== Physical form ==&lt;br /&gt;
&lt;br /&gt;
Physical pneuma comes in two forms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Typed pneuma&#039;&#039;&#039;: dropped by elemental creatures, siphoned from elemental sources, or condensed by spellcasters. This is the primary market good that gets traded.&lt;br /&gt;
* &#039;&#039;&#039;Pure pneuma&#039;&#039;&#039;: dropped in very small amounts from slain elementless creatures, or created by annihilating elemental pneuma of opposite types. This is a luxury resource which is much harder to come by in large quantities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CONCEPTING&lt;br /&gt;
&lt;br /&gt;
Problem; having only Pneuma has a single type of resource inherently causes certain content/sources of Pneuma to be irrelevant and useless as they are much less efficient than other methods, thus is dead content and wont be used/played&lt;br /&gt;
&lt;br /&gt;
Solution: having different &amp;quot;types of Pneuma/resources&amp;quot; would make many more situations viable to do as all types of resources are needed to do anything and avoids content becoming dead and makes the world a little more interconnected&lt;br /&gt;
&lt;br /&gt;
-these supplemental resources would be similar to catalyst runes in OSRS, not like another element&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_World&amp;diff=83</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_World&amp;diff=83"/>
		<updated>2026-08-16T03:40:25Z</updated>

		<summary type="html">&lt;p&gt;Bembi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Worldmap concept1.png|thumb]]&lt;br /&gt;
The world of BTScape is one seamless landscape shared by every player, seen from a 3D camera as you walk, run, and explore across it on foot. It&#039;s built from a grid of square tiles, each about a metre across, stitched together out of 16&amp;amp;times;16-tile chunks that stream in around you as you travel through the world.&lt;br /&gt;
&lt;br /&gt;
== Notable Areas ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fablehaven&#039;&#039;&#039; is a region of forested and grassy hills and meadows. Its resources are mainly coal, wool, cloth, lumber, gold, and salted lamb. Most of the land is controlled and governed by the [[Church of the First Breath]] (name not yet settled against the [[Church of the Holy Breath]] used elsewhere — see Open questions), though a few &amp;quot;outlaw&amp;quot; encampments oppose the church&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
* Themes: Religion, Oppression&lt;br /&gt;
* Resources: coal, iron, wool, cloth, lumber, lamb(livestock), venison, deer hides, and salted lamb&lt;br /&gt;
* Fauna: Lamb, Deer, Squirrel &lt;br /&gt;
* Flora: Mint, Wintergreen&lt;br /&gt;
* Locations:&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Snowy Mountains]&#039;&#039;&#039; is a region separating Fablehaven from the rest of the world. It contains one of the 3 major lakes, the spring lake. &lt;br /&gt;
&lt;br /&gt;
* Themes: &lt;br /&gt;
* Resources: Minerals/Gems&lt;br /&gt;
* Fauna: Goat, Mountain Lion, &lt;br /&gt;
* Flora: Berries&lt;br /&gt;
* Locations: Solitude Inn, Peak, Cave Systems, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Swamp]&#039;&#039;&#039; is a region in the south eastern part of the world that is a humid and swampy marshland. &lt;br /&gt;
&lt;br /&gt;
* Themes:&lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Lizard, Crocodile, &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Desert]&#039;&#039;&#039; is a region in the southern part of the world that is a harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* Themes: Ancient Civilization, Lost Knowledge&lt;br /&gt;
* Resources: Sandstone, Glass, Quartz&lt;br /&gt;
* Fauna: Snakes, Tortoise, Scorpions, Camels, Cats, &lt;br /&gt;
* Flora: Cactus, Aloe vera, wildflowers, &lt;br /&gt;
* Locations: Pyramids/Ancient Tombs, Oasis, Merchant Town, Shipping Port, Outlaw/Cowboy Town&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Plains]&#039;&#039;&#039; is a region in the central part of the world that is a dry and flat with tornadoes and lightning storms. &lt;br /&gt;
&lt;br /&gt;
* Themes: Simple Life&lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Bison, Elk, Coyotes&lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Tundra]&#039;&#039;&#039; is a region in the north central part of the world that is a extremely cold and snowy/icy. &lt;br /&gt;
&lt;br /&gt;
* Themes: Survival&lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Polar Bear, Yak, Walrus, Seals, &lt;br /&gt;
* Flora: Arctic Moss, &lt;br /&gt;
* Locations: Arctic Lake, Rocky Coast&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Grand Canyon]&#039;&#039;&#039; is a region in the&lt;br /&gt;
* Themes: Traversal&lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Rainforest]&#039;&#039;&#039; is a region&lt;br /&gt;
* Themes: Discovery, &lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Golden Coast]&#039;&#039;&#039; is a region &lt;br /&gt;
* Themes: &lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Volcano Island]&#039;&#039;&#039; is a region &lt;br /&gt;
* Themes: Sacrifice, &lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&amp;lt;big&amp;gt;Concepting&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Plains, Forest, Wetlands - A relatively unassuming corner of [world/continent] where a large number of the human population lives. Carried by faith and honor, the humans formed the [empire] and govern this corner of the world.&lt;br /&gt;
&lt;br /&gt;
* Plains&lt;br /&gt;
* Forest - Inhabited largely by [the void cult] who actively seek Pneuma to destroy and will sacrifice any life they can to feed the void. [They] operate very unassumingly and seem like a normal village but silently in the background controlling their population and performing sacrificial rituals in the nights. They say every 7 days a sacrifice must be made in the name of Omberin, whether they have lured an outsider or not. Members of the cult have been known to sacrifice themselves, known as [name], to ensure the destruction of Pneuma has been performed in the name of Omberin.&lt;br /&gt;
* Wetlands&lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Desert, Savanna, The Dunes (and Oasis), Bandlands - A harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* The Desert houses the a few mining towns - some ransacked and lived in by [bandits], others still operating, some completely abandoned.&lt;br /&gt;
* The Dunes contain the ancient temple of [very ancient powerful spirit/foe] that is just about buried but was uncovered by a group of archeologists, an oasis, and many sand dunes. Potentially a PVP zone.&lt;br /&gt;
* The Savanna&lt;br /&gt;
* Badlands&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== A Growing World ==&lt;br /&gt;
&lt;br /&gt;
The map isn&#039;t a fixed rectangle — it&#039;s an irregular, ever-expanding patchwork of chunks that can be extended in any direction at any time. Expect the explored world to keep growing as development continues.&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_World&amp;diff=82</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_World&amp;diff=82"/>
		<updated>2026-08-16T03:31:31Z</updated>

		<summary type="html">&lt;p&gt;Bembi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Worldmap concept1.png|thumb]]&lt;br /&gt;
The world of BTScape is one seamless landscape shared by every player, seen from a 3D camera as you walk, run, and explore across it on foot. It&#039;s built from a grid of square tiles, each about a metre across, stitched together out of 16&amp;amp;times;16-tile chunks that stream in around you as you travel through the world.&lt;br /&gt;
&lt;br /&gt;
== Notable Areas ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fablehaven&#039;&#039;&#039; is a region of forested and grassy hills and meadows. Its resources are mainly coal, wool, cloth, lumber, gold, and salted lamb. Most of the land is controlled and governed by the [[Church of the First Breath]] (name not yet settled against the [[Church of the Holy Breath]] used elsewhere — see Open questions), though a few &amp;quot;outlaw&amp;quot; encampments oppose the church&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
* Themes: Religion, Oppression&lt;br /&gt;
* Resources: coal, iron, wool, cloth, lumber, lamb(livestock), venison, deer hides, and salted lamb&lt;br /&gt;
* Fauna: Lamb, Deer, Squirrel &lt;br /&gt;
* Flora: Mint, Wintergreen&lt;br /&gt;
* Locations:&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Snowy Mountains]&#039;&#039;&#039; is a region separating Fablehaven from the rest of the world. It contains one of the 3 major lakes, the spring lake. &lt;br /&gt;
&lt;br /&gt;
* Themes: &lt;br /&gt;
* Resources: Minerals/Gems&lt;br /&gt;
* Fauna: Goat, Mountain Lion, &lt;br /&gt;
* Flora: Berries&lt;br /&gt;
* Locations: Solitude Inn, Peak, Cave Systems, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Swamp]&#039;&#039;&#039; is a region in the south eastern part of the world that is a humid and swampy marshland. &lt;br /&gt;
&lt;br /&gt;
* Themes:&lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Lizard, Crocodile, &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Desert]&#039;&#039;&#039; is a region in the southern part of the world that is a harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* Themes: Ancient Civilization, Lost Knowledge&lt;br /&gt;
* Resources: Sandstone, Glass, Quartz&lt;br /&gt;
* Fauna: Snakes, Tortoise, Scorpions, Camels, Cats, &lt;br /&gt;
* Flora: Cactus, Aloe vera, wildflowers, &lt;br /&gt;
* Locations: Pyramids/Ancient Tombs, Oasis, Merchant Town, Shipping Port, Outlaw/Cowboy Town&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Plains]&#039;&#039;&#039; is a region in the central part of the world that is a dry and flat with tornadoes and lightning storms. &lt;br /&gt;
&lt;br /&gt;
* Themes: Simple Life&lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Bison, Elk, Coyotes&lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Tundra]&#039;&#039;&#039; is a region in the north central part of the world that is a extremely cold and snowy/icy. &lt;br /&gt;
&lt;br /&gt;
* Themes: &lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Polar Bear, Yak, Walrus, Seals, &lt;br /&gt;
* Flora: Arctic Moss, &lt;br /&gt;
* Locations: Arctic Lake, Rocky Coast&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Grand Canyon]&#039;&#039;&#039; is a region in the&lt;br /&gt;
* Themes:&lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Rainforest]&#039;&#039;&#039; is a region&lt;br /&gt;
* Themes:&lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Golden Coast]&#039;&#039;&#039; is a region &lt;br /&gt;
* Themes:&lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Volcano Island]&#039;&#039;&#039; is a region &lt;br /&gt;
* Themes:&lt;br /&gt;
* Resources:&lt;br /&gt;
* Fauna: &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&amp;lt;big&amp;gt;Concepting&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Plains, Forest, Wetlands - A relatively unassuming corner of [world/continent] where a large number of the human population lives. Carried by faith and honor, the humans formed the [empire] and govern this corner of the world.&lt;br /&gt;
&lt;br /&gt;
* Plains&lt;br /&gt;
* Forest - Inhabited largely by [the void cult] who actively seek Pneuma to destroy and will sacrifice any life they can to feed the void. [They] operate very unassumingly and seem like a normal village but silently in the background controlling their population and performing sacrificial rituals in the nights. They say every 7 days a sacrifice must be made in the name of Omberin, whether they have lured an outsider or not. Members of the cult have been known to sacrifice themselves, known as [name], to ensure the destruction of Pneuma has been performed in the name of Omberin.&lt;br /&gt;
* Wetlands&lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Desert, Savanna, The Dunes (and Oasis), Bandlands - A harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* The Desert houses the a few mining towns - some ransacked and lived in by [bandits], others still operating, some completely abandoned.&lt;br /&gt;
* The Dunes contain the ancient temple of [very ancient powerful spirit/foe] that is just about buried but was uncovered by a group of archeologists, an oasis, and many sand dunes. Potentially a PVP zone.&lt;br /&gt;
* The Savanna&lt;br /&gt;
* Badlands&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== A Growing World ==&lt;br /&gt;
&lt;br /&gt;
The map isn&#039;t a fixed rectangle — it&#039;s an irregular, ever-expanding patchwork of chunks that can be extended in any direction at any time. Expect the explored world to keep growing as development continues.&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_World&amp;diff=80</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_World&amp;diff=80"/>
		<updated>2026-08-16T03:28:03Z</updated>

		<summary type="html">&lt;p&gt;Bembi: page and region layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Worldmap concept1.png|thumb]]&lt;br /&gt;
The world of BTScape is one seamless landscape shared by every player, seen from a 3D camera as you walk, run, and explore across it on foot. It&#039;s built from a grid of square tiles, each about a metre across, stitched together out of 16&amp;amp;times;16-tile chunks that stream in around you as you travel through the world.&lt;br /&gt;
&lt;br /&gt;
== Notable Areas ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fablehaven&#039;&#039;&#039; is a region of forested and grassy hills and meadows. Its resources are mainly coal, wool, cloth, lumber, gold, and salted lamb. Most of the land is controlled and governed by the [[Church of the First Breath]] (name not yet settled against the [[Church of the Holy Breath]] used elsewhere — see Open questions), though a few &amp;quot;outlaw&amp;quot; encampments oppose the church&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
* Themes: Religion, Oppression&lt;br /&gt;
* Resources: coal, iron, wool, cloth, lumber, lamb(livestock), venison, deer hides, and salted lamb&lt;br /&gt;
* Fauna: Lamb, Deer, Squirrel &lt;br /&gt;
* Flora: Mint, Wintergreen&lt;br /&gt;
* Locations:&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Snowy Mountains]&#039;&#039;&#039; is a region separating Fablehaven from the rest of the world. It contains one of the 3 major lakes, the spring lake. &lt;br /&gt;
&lt;br /&gt;
* Themes: &lt;br /&gt;
* Resources: Minerals/Gems&lt;br /&gt;
* Fauna: Goat, Mountain Lion, &lt;br /&gt;
* Flora: Berries&lt;br /&gt;
* Locations: Solitude Inn, Peak, Cave Systems, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Swamp]&#039;&#039;&#039; is a region in the south eastern part of the world that is a humid and swampy marshland. &lt;br /&gt;
&lt;br /&gt;
* Themes:&lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Lizard, Crocodile, &lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Desert]&#039;&#039;&#039; is a region in the southern part of the world that is a harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* Themes: Ancient Civilization, Lost Knowledge&lt;br /&gt;
* Resources: Sandstone, Glass, Quartz&lt;br /&gt;
* Fauna: Snakes, Tortoise, Scorpions, Camels, Cats, &lt;br /&gt;
* Flora: Cactus, Aloe vera, wildflowers, &lt;br /&gt;
* Locations: Pyramids/Ancient Tombs, Oasis, Merchant Town, Shipping Port, Outlaw/Cowboy Town&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Plains]&#039;&#039;&#039; is a region in the central part of the world that is a dry and flat with tornadoes and lightning storms. &lt;br /&gt;
&lt;br /&gt;
* Themes: Simple Life&lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Bison, Elk, Coyotes&lt;br /&gt;
* Flora: &lt;br /&gt;
* Locations: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Tundra]&#039;&#039;&#039; is a region in the north central part of the world that is a extremely cold and snowy/icy. &lt;br /&gt;
&lt;br /&gt;
* Themes: &lt;br /&gt;
* Resources: &lt;br /&gt;
* Fauna: Polar Bear, Yak, Walrus, Seals, &lt;br /&gt;
* Flora: Arctic Moss, &lt;br /&gt;
* Locations: Arctic Lake, Rocky Coast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Concepting&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Plains, Forest, Wetlands - A relatively unassuming corner of [world/continent] where a large number of the human population lives. Carried by faith and honor, the humans formed the [empire] and govern this corner of the world.&lt;br /&gt;
&lt;br /&gt;
* Plains&lt;br /&gt;
* Forest - Inhabited largely by [the void cult] who actively seek Pneuma to destroy and will sacrifice any life they can to feed the void. [They] operate very unassumingly and seem like a normal village but silently in the background controlling their population and performing sacrificial rituals in the nights. They say every 7 days a sacrifice must be made in the name of Omberin, whether they have lured an outsider or not. Members of the cult have been known to sacrifice themselves, known as [name], to ensure the destruction of Pneuma has been performed in the name of Omberin.&lt;br /&gt;
* Wetlands&lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Desert, Savanna, The Dunes (and Oasis), Bandlands - A harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* The Desert houses the a few mining towns - some ransacked and lived in by [bandits], others still operating, some completely abandoned.&lt;br /&gt;
* The Dunes contain the ancient temple of [very ancient powerful spirit/foe] that is just about buried but was uncovered by a group of archeologists, an oasis, and many sand dunes. Potentially a PVP zone.&lt;br /&gt;
* The Savanna&lt;br /&gt;
* Badlands&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== A Growing World ==&lt;br /&gt;
&lt;br /&gt;
The map isn&#039;t a fixed rectangle — it&#039;s an irregular, ever-expanding patchwork of chunks that can be extended in any direction at any time. Expect the explored world to keep growing as development continues.&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_World&amp;diff=79</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_World&amp;diff=79"/>
		<updated>2026-08-16T02:23:09Z</updated>

		<summary type="html">&lt;p&gt;Bembi: added world map concept image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Worldmap concept1.png|thumb]]&lt;br /&gt;
The world of BTScape is one seamless landscape shared by every player, seen from a 3D camera as you walk, run, and explore across it on foot. It&#039;s built from a grid of square tiles, each about a metre across, stitched together out of 16&amp;amp;times;16-tile chunks that stream in around you as you travel through the world.&lt;br /&gt;
&lt;br /&gt;
== The Terrain ==&lt;br /&gt;
&lt;br /&gt;
Most of the land explored so far is open grassland, dotted with patches of dirt and soil, windswept sand dunes, and snowfields in colder-looking reaches of the map. Civilisation leaves its own mark on the ground: paved cobblestone paths, wooden floorboards, flagstone, and the occasional red carpet mark out roads, buildings, and other constructed spaces, standing out against the natural ground around them.&lt;br /&gt;
&lt;br /&gt;
== Rivers and Water ==&lt;br /&gt;
&lt;br /&gt;
Rivers and streams cut through the landscape as translucent, animated water that ripples and catches the light — tinted darker where it runs deep, and flecked with foam along the shallows and shore. You can&#039;t wade or swim across deep water yet; it blocks your path like a wall, so rivers act as natural obstacles to route around or cross by bridge.&lt;br /&gt;
&lt;br /&gt;
== Elevation, Bridges, and Buildings ==&lt;br /&gt;
&lt;br /&gt;
The ground isn&#039;t flat. Hills rise and fall across the map, and where the terrain climbs steeply it&#039;s rendered as rocky cliff faces rather than smooth grass. Elsewhere, ramps and staircases connect one height to another gradually, like a real flight of stairs. Built-up areas add whole extra layers on top of the base terrain — bridges spanning rivers, raised platforms, and upper floors of buildings. Unlike some tile-based games, BTScape doesn&#039;t hide one floor to reveal another: stand underneath a bridge and you&#039;ll still be able to see (and bump into) anyone crossing above you.&lt;br /&gt;
&lt;br /&gt;
== Caves ==&lt;br /&gt;
&lt;br /&gt;
Openings cut into hillsides lead down into caves — real gaps in the ground, with the hillside above acting as their rock ceiling. Step inside and the light fades the deeper you go: the mouth of a cave stays reasonably lit, but push further in and it dims toward near-total darkness beyond the small area lit around you, brightening smoothly again as you head back toward the entrance.&lt;br /&gt;
&lt;br /&gt;
== Notable Areas ==&lt;br /&gt;
&lt;br /&gt;
BTScape&#039;s map doesn&#039;t have official place names yet — the world is still young and growing — but a few areas already stand out to explorers:&lt;br /&gt;
&lt;br /&gt;
* A camp of cultists, marked out by cultist symbols and patrolled by guards, with wells, beds, and tables scattered around.&lt;br /&gt;
* A small market row where a general store, a food shop, and an ore trader have set up alongside one another.&lt;br /&gt;
* Sprawling wheat fields — easily the largest cultivated area on the map.&lt;br /&gt;
* A mining ground where tin ore can be dug out of the hillside.&lt;br /&gt;
* A pair of water wheels turning near the mining ground.&lt;br /&gt;
&lt;br /&gt;
These all lie some distance from where new characters first arrive in the world, so you&#039;ll need to explore to find them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Concepting&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Plains, Forest, Wetlands - A relatively unassuming corner of [world/continent] where a large number of the human population lives. Carried by faith and honor, the humans formed the [empire] and govern this corner of the world.&lt;br /&gt;
&lt;br /&gt;
* Plains&lt;br /&gt;
* Forest - Inhabited largely by [the void cult] who actively seek Pneuma to destroy and will sacrifice any life they can to feed the void. [They] operate very unassumingly and seem like a normal village but silently in the background controlling their population and performing sacrificial rituals in the nights. They say every 7 days a sacrifice must be made in the name of Omberin, whether they have lured an outsider or not. Members of the cult have been known to sacrifice themselves, known as [name], to ensure the destruction of Pneuma has been performed in the name of Omberin.&lt;br /&gt;
* Wetlands&lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Desert, Savanna, The Dunes (and Oasis), Bandlands - A harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* The Desert houses the a few mining towns - some ransacked and lived in by [bandits], others still operating, some completely abandoned.&lt;br /&gt;
* The Dunes contain the ancient temple of [very ancient powerful spirit/foe] that is just about buried but was uncovered by a group of archeologists, an oasis, and many sand dunes. Potentially a PVP zone.&lt;br /&gt;
* The Savanna&lt;br /&gt;
* Badlands&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== A Growing World ==&lt;br /&gt;
&lt;br /&gt;
The map isn&#039;t a fixed rectangle — it&#039;s an irregular, ever-expanding patchwork of chunks that can be extended in any direction at any time. Expect the explored world to keep growing as development continues.&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_World&amp;diff=78</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_World&amp;diff=78"/>
		<updated>2026-08-16T02:17:44Z</updated>

		<summary type="html">&lt;p&gt;Bembi: added world map concept image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Worldmap concept1.png|thumb]]&lt;br /&gt;
The world of BTScape is one seamless landscape shared by every player, seen from a 3D camera as you walk, run, and explore across it on foot. It&#039;s built from a grid of square tiles, each about a metre across, stitched together out of 16&amp;amp;times;16-tile chunks that stream in around you as you travel through the world.&lt;br /&gt;
&lt;br /&gt;
== The Terrain ==&lt;br /&gt;
&lt;br /&gt;
Most of the land explored so far is open grassland, dotted with patches of dirt and soil, windswept sand dunes, and snowfields in colder-looking reaches of the map. Civilisation leaves its own mark on the ground: paved cobblestone paths, wooden floorboards, flagstone, and the occasional red carpet mark out roads, buildings, and other constructed spaces, standing out against the natural ground around them.&lt;br /&gt;
&lt;br /&gt;
== Rivers and Water ==&lt;br /&gt;
&lt;br /&gt;
Rivers and streams cut through the landscape as translucent, animated water that ripples and catches the light — tinted darker where it runs deep, and flecked with foam along the shallows and shore. You can&#039;t wade or swim across deep water yet; it blocks your path like a wall, so rivers act as natural obstacles to route around or cross by bridge.&lt;br /&gt;
&lt;br /&gt;
== Elevation, Bridges, and Buildings ==&lt;br /&gt;
&lt;br /&gt;
The ground isn&#039;t flat. Hills rise and fall across the map, and where the terrain climbs steeply it&#039;s rendered as rocky cliff faces rather than smooth grass. Elsewhere, ramps and staircases connect one height to another gradually, like a real flight of stairs. Built-up areas add whole extra layers on top of the base terrain — bridges spanning rivers, raised platforms, and upper floors of buildings. Unlike some tile-based games, BTScape doesn&#039;t hide one floor to reveal another: stand underneath a bridge and you&#039;ll still be able to see (and bump into) anyone crossing above you.&lt;br /&gt;
&lt;br /&gt;
== Caves ==&lt;br /&gt;
&lt;br /&gt;
Openings cut into hillsides lead down into caves — real gaps in the ground, with the hillside above acting as their rock ceiling. Step inside and the light fades the deeper you go: the mouth of a cave stays reasonably lit, but push further in and it dims toward near-total darkness beyond the small area lit around you, brightening smoothly again as you head back toward the entrance.&lt;br /&gt;
&lt;br /&gt;
== Notable Areas ==&lt;br /&gt;
&lt;br /&gt;
BTScape&#039;s map doesn&#039;t have official place names yet — the world is still young and growing — but a few areas already stand out to explorers:&lt;br /&gt;
&lt;br /&gt;
* A camp of cultists, marked out by cultist symbols and patrolled by guards, with wells, beds, and tables scattered around.&lt;br /&gt;
* A small market row where a general store, a food shop, and an ore trader have set up alongside one another.&lt;br /&gt;
* Sprawling wheat fields — easily the largest cultivated area on the map.&lt;br /&gt;
* A mining ground where tin ore can be dug out of the hillside.&lt;br /&gt;
* A pair of water wheels turning near the mining ground.&lt;br /&gt;
&lt;br /&gt;
These all lie some distance from where new characters first arrive in the world, so you&#039;ll need to explore to find them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Concepting&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Plains, Forest, Wetlands - A relatively unassuming corner of [world/continent] where a large number of the human population lives. Carried by faith and honor, the humans formed the [empire] and govern this corner of the world.&lt;br /&gt;
&lt;br /&gt;
* Plains&lt;br /&gt;
* Forest - Inhabited largely by [the void cult] who actively seek Pneuma to destroy and will sacrifice any life they can to feed the void. [They] operate very unassumingly and seem like a normal village but silently in the background controlling their population and performing sacrificial rituals in the nights. They say every 7 days a sacrifice must be made in the name of Omberin, whether they have lured an outsider or not. Members of the cult have been known to sacrifice themselves, known as [name], to ensure the destruction of Pneuma has been performed in the name of Omberin.&lt;br /&gt;
* Wetlands&lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Desert, Savanna, The Dunes (and Oasis), Bandlands - A harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* The Desert houses the a few mining towns - some ransacked and lived in by [bandits], others still operating, some completely abandoned.&lt;br /&gt;
* The Dunes contain the ancient temple of [very ancient powerful spirit/foe] that is just about buried but was uncovered by a group of archeologists, an oasis, and many sand dunes. Potentially a PVP zone.&lt;br /&gt;
* The Savanna&lt;br /&gt;
* Badlands&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== A Growing World ==&lt;br /&gt;
&lt;br /&gt;
The map isn&#039;t a fixed rectangle — it&#039;s an irregular, ever-expanding patchwork of chunks that can be extended in any direction at any time. Expect the explored world to keep growing as development continues.&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=File:Worldmap_concept1.png&amp;diff=77</id>
		<title>File:Worldmap concept1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=File:Worldmap_concept1.png&amp;diff=77"/>
		<updated>2026-08-16T02:17:09Z</updated>

		<summary type="html">&lt;p&gt;Bembi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;first concept of a world map&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Fablehaven&amp;diff=75</id>
		<title>Fablehaven</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Fablehaven&amp;diff=75"/>
		<updated>2026-08-16T01:05:15Z</updated>

		<summary type="html">&lt;p&gt;Bembi: added my typed out concepting of Fablehaven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Fablehaven&#039;&#039;&#039; is a region of forested and grassy hills and meadows. Its resources are mainly coal, wool, cloth, lumber, gold, and salted lamb. Most of the land is controlled and governed by the [[Church of the First Breath]] (name not yet settled against the [[Church of the Holy Breath]] used elsewhere — see Open questions), though a few &amp;quot;outlaw&amp;quot; encampments oppose the church&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
== Burbridge ==&lt;br /&gt;
&#039;&#039;&#039;Burbridge&#039;&#039;&#039; is a city in Fablehaven ruled by &#039;&#039;&#039;Arch Bishop Burble V&#039;&#039;&#039; of the Church of the First Breath. It is the church&#039;s headquarters and the largest settlement in the region, hosting everything from grand and regal houses of worship to dark and dirty slums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; Coal, Wool, Cloth, Lamb (Food), Lamb (Livestock), Lumber&lt;br /&gt;
&lt;br /&gt;
* Burbridge was settled on a very lucrative coal mine, worked by the people of the slums. Poverty is widespread there, and nearly everyone finds themselves working in the mines. Many pray to the church for a better life, but find themselves working for pay they can barely survive on, until their bodies are broken and old, with no time or opportunity to better themselves. The coal mined from Burbridge is known far and wide as high quality and well valued, and some mine workers feel a small amount of honor and service in the hard work and sacrifice they provide their city and religion. Others are beginning to grow fed up with the conditions they live under while watching those above them — literally and figuratively — live in excess.&lt;br /&gt;
* The people of the slums also run a wool mill that produces a large amount of wool cloth for the region. Landowners in the suburbs supply the mill with raw wool, and the mill processes it into cloth sold to merchants and to support the church.&lt;br /&gt;
* The suburbs consist of landowners who run wheat farms and sheep pastures, supplying much of the raw wool to the mill as well as some food.&lt;br /&gt;
* The rich family estates dabble in jewelry, fine clothing, and specialty weapon forging.&lt;br /&gt;
* &#039;&#039;&#039;Camp Shypee&#039;&#039;&#039; is a military training encampment in Burbridge for the church&#039;s divine army, commanded by &#039;&#039;&#039;Ser Shypee II&#039;&#039;&#039;, a master of all combat styles. Recruits can train along several paths: a powerful knight who wields a large [[pneuma]] blade in heavy-armored melee combat; an agile archer whose bow imbues arrows with pneuma; or one of several kinds of [[Pneumanist|Pneumanists]], who use pneuma to wield the natural elemental powers in different ways (offensive spellcasting, defensive spellcasting).&lt;br /&gt;
&lt;br /&gt;
== The defector encampment &#039;&#039;(name TBD)&#039;&#039; ==&lt;br /&gt;
A small, hidden encampment in the hills, settled by defectors from the divine army. They found a source of iron and are building themselves up as a force to oppose the church, believing the Church of the First Breath is oppressive and cruel and does not faithfully represent [[Bhrenor]]. Many have lost family, friends, or even their homes to what they see as the church&#039;s iron fist. They hope to one day build a new, peaceful, and free society away from the church&#039;s control.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Iron Mines&#039;&#039;&#039; — they operate an iron mine producing a large amount of iron.&lt;br /&gt;
* The encampment&#039;s militia ambushes the church city&#039;s coal shipments and takes the coal for their own cause.&lt;br /&gt;
* They are beginning to be able to forge steel — a new step forward in power for them.&lt;br /&gt;
&lt;br /&gt;
== The pneuma meadow &#039;&#039;(name TBD)&#039;&#039; ==&lt;br /&gt;
An exceptionally large meadow in Fablehaven, surrounded by dense forest, with a large stone monument or magical artifact &#039;&#039;(exact nature TBD)&#039;&#039; at its center. It has become an important religious site for the church: the ancient object emits pneuma in a crawlingly slow but ever-lasting stream. Its nature and source are unknown, and the details of its existence are still being studied — to the people of Fablehaven it is a natural phenomenon. Occasionally a surge of pneuma passes through the object, and &#039;&#039;(an enemy appears, or some manifestation of pneuma/the elements — TBD)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* Is the church &amp;quot;Church of the First Breath&amp;quot; (as in this concept) or &amp;quot;Church of the Holy Breath&amp;quot; (as referenced on the [[Bhrenor]] page)? Not yet settled.&lt;br /&gt;
* What is the region&#039;s world called (referenced as &amp;quot;[game world name]&amp;quot; in the source concept)?&lt;br /&gt;
* Names for the defector encampment and the pneuma meadow.&lt;br /&gt;
* What exactly the meadow&#039;s central object is, and what its pneuma surges produce.&lt;br /&gt;
* Whether Bhrenor or the church itself is the intended object of the miners&#039; prayers.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]]&lt;br /&gt;
* [[Bhrenor]]&lt;br /&gt;
* [[The First Breath]]&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_World&amp;diff=52</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_World&amp;diff=52"/>
		<updated>2026-07-25T11:27:38Z</updated>

		<summary type="html">&lt;p&gt;Bembi: wrote some concepting down for what areas of the world might look like&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world of BTScape is one seamless landscape shared by every player, seen from a 3D camera as you walk, run, and explore across it on foot. It&#039;s built from a grid of square tiles, each about a metre across, stitched together out of 16&amp;amp;times;16-tile chunks that stream in around you as you travel through the world.&lt;br /&gt;
&lt;br /&gt;
== The Terrain ==&lt;br /&gt;
&lt;br /&gt;
Most of the land explored so far is open grassland, dotted with patches of dirt and soil, windswept sand dunes, and snowfields in colder-looking reaches of the map. Civilisation leaves its own mark on the ground: paved cobblestone paths, wooden floorboards, flagstone, and the occasional red carpet mark out roads, buildings, and other constructed spaces, standing out against the natural ground around them.&lt;br /&gt;
&lt;br /&gt;
== Rivers and Water ==&lt;br /&gt;
&lt;br /&gt;
Rivers and streams cut through the landscape as translucent, animated water that ripples and catches the light — tinted darker where it runs deep, and flecked with foam along the shallows and shore. You can&#039;t wade or swim across deep water yet; it blocks your path like a wall, so rivers act as natural obstacles to route around or cross by bridge.&lt;br /&gt;
&lt;br /&gt;
== Elevation, Bridges, and Buildings ==&lt;br /&gt;
&lt;br /&gt;
The ground isn&#039;t flat. Hills rise and fall across the map, and where the terrain climbs steeply it&#039;s rendered as rocky cliff faces rather than smooth grass. Elsewhere, ramps and staircases connect one height to another gradually, like a real flight of stairs. Built-up areas add whole extra layers on top of the base terrain — bridges spanning rivers, raised platforms, and upper floors of buildings. Unlike some tile-based games, BTScape doesn&#039;t hide one floor to reveal another: stand underneath a bridge and you&#039;ll still be able to see (and bump into) anyone crossing above you.&lt;br /&gt;
&lt;br /&gt;
== Caves ==&lt;br /&gt;
&lt;br /&gt;
Openings cut into hillsides lead down into caves — real gaps in the ground, with the hillside above acting as their rock ceiling. Step inside and the light fades the deeper you go: the mouth of a cave stays reasonably lit, but push further in and it dims toward near-total darkness beyond the small area lit around you, brightening smoothly again as you head back toward the entrance.&lt;br /&gt;
&lt;br /&gt;
== Notable Areas ==&lt;br /&gt;
&lt;br /&gt;
BTScape&#039;s map doesn&#039;t have official place names yet — the world is still young and growing — but a few areas already stand out to explorers:&lt;br /&gt;
&lt;br /&gt;
* A camp of cultists, marked out by cultist symbols and patrolled by guards, with wells, beds, and tables scattered around.&lt;br /&gt;
* A small market row where a general store, a food shop, and an ore trader have set up alongside one another.&lt;br /&gt;
* Sprawling wheat fields — easily the largest cultivated area on the map.&lt;br /&gt;
* A mining ground where tin ore can be dug out of the hillside.&lt;br /&gt;
* A pair of water wheels turning near the mining ground.&lt;br /&gt;
&lt;br /&gt;
These all lie some distance from where new characters first arrive in the world, so you&#039;ll need to explore to find them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Concepting&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Plains, Forest, Wetlands - A relatively unassuming corner of [world/continent] where a large number of the human population lives. Carried by faith and honor, the humans formed the [empire] and govern this corner of the world.&lt;br /&gt;
&lt;br /&gt;
* Plains&lt;br /&gt;
* Forest - Inhabited largely by [the void cult] who actively seek Pneuma to destroy and will sacrifice any life they can to feed the void. [They] operate very unassumingly and seem like a normal village but silently in the background controlling their population and performing sacrificial rituals in the nights. They say every 7 days a sacrifice must be made in the name of Omberin, whether they have lured an outsider or not. Members of the cult have been known to sacrifice themselves, known as [name], to ensure the destruction of Pneuma has been performed in the name of Omberin.&lt;br /&gt;
* Wetlands&lt;br /&gt;
&lt;br /&gt;
[name of large area/state/whatever] - Desert, Savanna, The Dunes (and Oasis), Bandlands - A harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.&lt;br /&gt;
&lt;br /&gt;
* The Desert houses the a few mining towns - some ransacked and lived in by [bandits], others still operating, some completely abandoned.&lt;br /&gt;
* The Dunes contain the ancient temple of [very ancient powerful spirit/foe] that is just about buried but was uncovered by a group of archeologists, an oasis, and many sand dunes. Potentially a PVP zone.&lt;br /&gt;
* The Savanna&lt;br /&gt;
* Badlands&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== A Growing World ==&lt;br /&gt;
&lt;br /&gt;
The map isn&#039;t a fixed rectangle — it&#039;s an irregular, ever-expanding patchwork of chunks that can be extended in any direction at any time. Expect the explored world to keep growing as development continues.&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Health_Potion&amp;diff=50</id>
		<title>Health Potion</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Health_Potion&amp;diff=50"/>
		<updated>2026-07-24T02:23:47Z</updated>

		<summary type="html">&lt;p&gt;Bembi: Add Health Potion item page (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Consumable infobox&lt;br /&gt;
| name        = Health Potion&lt;br /&gt;
| image       = Health Potion.png&lt;br /&gt;
| id          = 4&lt;br /&gt;
| key         = health_potion&lt;br /&gt;
| stat        = HP&lt;br /&gt;
| value       = 10&lt;br /&gt;
| label       = Drink&lt;br /&gt;
| max_stack   = 1&lt;br /&gt;
| description = Restores a modest amount of health.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Health Potion&#039;&#039;&#039; restores HP when drunk.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Currently non-stackable — each potion takes its own inventory slot.&lt;br /&gt;
&lt;br /&gt;
== Where to find it ==&lt;br /&gt;
&#039;&#039;(shop/loot table references go here)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Iron_Chestplate&amp;diff=49</id>
		<title>Iron Chestplate</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Iron_Chestplate&amp;diff=49"/>
		<updated>2026-07-24T02:23:45Z</updated>

		<summary type="html">&lt;p&gt;Bembi: Add Iron Chestplate item page (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Equipment infobox&lt;br /&gt;
| name        = Iron Chestplate&lt;br /&gt;
| image       = Iron Chestplate.png&lt;br /&gt;
| id          = 8&lt;br /&gt;
| key         = iron_chestplate&lt;br /&gt;
| equip_slot  = Chest&lt;br /&gt;
| armor       = 2&lt;br /&gt;
| two_handed  = no&lt;br /&gt;
| max_stack   = 1&lt;br /&gt;
| description = Sturdy plate armor, favors defense over mobility.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Iron Chestplate&#039;&#039;&#039; is a mid-tier chest armor piece.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Provides flat armor (damage reduction), stacking additively with every&lt;br /&gt;
  other worn piece.&lt;br /&gt;
* Carries no elemental resistance/weakness of its own.&lt;br /&gt;
&lt;br /&gt;
== Where to find it ==&lt;br /&gt;
&#039;&#039;(shop/loot table references go here)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Iron_Sword&amp;diff=48</id>
		<title>Iron Sword</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Iron_Sword&amp;diff=48"/>
		<updated>2026-07-24T02:23:41Z</updated>

		<summary type="html">&lt;p&gt;Bembi: Add Iron Sword item page (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon infobox&lt;br /&gt;
| name        = Iron Sword&lt;br /&gt;
| image       = Iron Sword.png&lt;br /&gt;
| id          = 1&lt;br /&gt;
| key         = iron_sword&lt;br /&gt;
| strength    = 5&lt;br /&gt;
| accuracy    = 5&lt;br /&gt;
| damage_type = Pure&lt;br /&gt;
| attack_style = Melee&lt;br /&gt;
| attack_interval = 5&lt;br /&gt;
| equip_slot  = Hand&lt;br /&gt;
| two_handed  = no&lt;br /&gt;
| max_stack   = 1&lt;br /&gt;
| description = A plain, well-balanced blade — the standard starting sword.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Iron Sword&#039;&#039;&#039; is a basic one-handed melee weapon.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Deals &#039;&#039;&#039;pure&#039;&#039;&#039; damage, so it isn&#039;t resisted or amplified by any&lt;br /&gt;
  elemental affinity.&lt;br /&gt;
* Attacks once every 5 ticks (2 seconds at the default 400&amp;amp;nbsp;ms tick rate).&lt;br /&gt;
&lt;br /&gt;
== Where to find it ==&lt;br /&gt;
&#039;&#039;(shop/loot table references go here)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Template:Consumable_infobox&amp;diff=47</id>
		<title>Template:Consumable infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Template:Consumable_infobox&amp;diff=47"/>
		<updated>2026-07-24T02:23:26Z</updated>

		<summary type="html">&lt;p&gt;Bembi: Add Consumable infobox template (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Infobox for &#039;&#039;&#039;consumable&#039;&#039;&#039; items: any item with {{code|is_consumable: true}}&lt;br /&gt;
in {{code|server/assets/item_types/*.json}} — food, potions, anything used&lt;br /&gt;
straight from the inventory.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Consumable infobox&lt;br /&gt;
| name        = Health Potion&lt;br /&gt;
| image       = Health Potion.png&lt;br /&gt;
| id          = 4&lt;br /&gt;
| key         = health_potion&lt;br /&gt;
| stat        = HP&lt;br /&gt;
| value       = 10&lt;br /&gt;
| label       = Drink&lt;br /&gt;
| max_stack   = 1&lt;br /&gt;
| description = Restores a modest amount of health.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Parameter !! Meaning !! Source field&lt;br /&gt;
|-&lt;br /&gt;
| name || Display name (defaults to page title) || &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| image || Icon/render filename, uploaded separately || (client art)&lt;br /&gt;
|-&lt;br /&gt;
| id || Numeric item id || &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| key || String key used in scripts/content files || &amp;lt;code&amp;gt;key&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| stat || Which stat it restores: HP / AP / SP || &amp;lt;code&amp;gt;consumable_stat&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| value || How much of the stat it restores || &amp;lt;code&amp;gt;consumable_value&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| label || Verb shown in the use menu (e.g. &amp;quot;Eat&amp;quot;, &amp;quot;Drink&amp;quot;) || &amp;lt;code&amp;gt;consumable_label&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| max_stack || Inventory stack size (consumables are usually stackable) || &amp;lt;code&amp;gt;max_stack&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| description || Free-text flavor/summary written for the wiki || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Consumables with extra right-click actions beyond the auto-generated &amp;quot;use&amp;quot;&lt;br /&gt;
(the item type&#039;s &amp;lt;code&amp;gt;actions&amp;lt;/code&amp;gt; field) should list those in prose below&lt;br /&gt;
the infobox rather than cramming them into it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:300px; float:right; margin:0 0 1em 1em; border:1px solid #999; background:#f8f8f8;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#22557a; color:#fff; text-align:center; font-size:110%;&amp;quot; | {{{name|{{PAGENAME}}}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[File:{{{image|Placeholder.png}}}|220px]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ddd;&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use&#039;&#039;&#039; || {{{label|Use}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Restores&#039;&#039;&#039; || {{{value|0}}} {{{stat|?}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ddd;&amp;quot; | Item data&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ID&#039;&#039;&#039; || {{{id|?}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Key&#039;&#039;&#039; || &amp;lt;code&amp;gt;{{{key|?}}}&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max stack&#039;&#039;&#039; || {{{max_stack|1}}}&lt;br /&gt;
|}&lt;br /&gt;
{{{description|}}}&lt;br /&gt;
[[Category:Consumables]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Template:Equipment_infobox&amp;diff=46</id>
		<title>Template:Equipment infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Template:Equipment_infobox&amp;diff=46"/>
		<updated>2026-07-24T02:23:20Z</updated>

		<summary type="html">&lt;p&gt;Bembi: Add Equipment infobox template (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Infobox for non-weapon &#039;&#039;&#039;equipment&#039;&#039;&#039; (armor/clothing): any item with&lt;br /&gt;
{{code|is_equipment: true}} and {{code|is_weapon: false}} in&lt;br /&gt;
{{code|server/assets/item_types/*.json}} — helmets, chestplates, boots, etc.&lt;br /&gt;
Weapons use {{tl|Weapon infobox}} instead, since they carry combat stats this&lt;br /&gt;
one omits.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Equipment infobox&lt;br /&gt;
| name        = Iron Chestplate&lt;br /&gt;
| image       = Iron Chestplate.png&lt;br /&gt;
| id          = 8&lt;br /&gt;
| key         = iron_chestplate&lt;br /&gt;
| equip_slot  = Chest&lt;br /&gt;
| armor       = 2&lt;br /&gt;
| affinity_mods =&lt;br /&gt;
| two_handed  = no&lt;br /&gt;
| max_stack   = 1&lt;br /&gt;
| description = Sturdy plate armor, favors defense over mobility.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Parameter !! Meaning !! Source field&lt;br /&gt;
|-&lt;br /&gt;
| name || Display name (defaults to page title) || &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| image || Icon/render filename, uploaded separately || (client art)&lt;br /&gt;
|-&lt;br /&gt;
| id || Numeric item id || &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| key || String key used in scripts/content files || &amp;lt;code&amp;gt;key&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| equip_slot || Head / Chest / Legs / Boots / Gloves / Back / Hand / Offhand || &amp;lt;code&amp;gt;equip_slot&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| armor || Flat damage reduction while worn || &amp;lt;code&amp;gt;armor&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| affinity_mods || Per-damage-type resistance/weakness modifiers, if any (e.g. &amp;quot;+25% fire resist&amp;quot;) || &amp;lt;code&amp;gt;affinity_mods&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| two_handed || Only meaningful for a Hand/Offhand item; usually &amp;quot;no&amp;quot; here || &amp;lt;code&amp;gt;two_handed&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| max_stack || Inventory stack size (almost always 1 for equipment) || &amp;lt;code&amp;gt;max_stack&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| description || Free-text flavor/summary written for the wiki || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:300px; float:right; margin:0 0 1em 1em; border:1px solid #999; background:#f8f8f8;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2f5b2f; color:#fff; text-align:center; font-size:110%;&amp;quot; | {{{name|{{PAGENAME}}}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[File:{{{image|Placeholder.png}}}|220px]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ddd;&amp;quot; | Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Slot&#039;&#039;&#039; || {{{equip_slot|?}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor&#039;&#039;&#039; || {{{armor|0}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resistances&#039;&#039;&#039; || {{{affinity_mods|none}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Two-handed&#039;&#039;&#039; || {{{two_handed|no}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ddd;&amp;quot; | Item data&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ID&#039;&#039;&#039; || {{{id|?}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Key&#039;&#039;&#039; || &amp;lt;code&amp;gt;{{{key|?}}}&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max stack&#039;&#039;&#039; || {{{max_stack|1}}}&lt;br /&gt;
|}&lt;br /&gt;
{{{description|}}}&lt;br /&gt;
[[Category:Equipment]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Template:Weapon_infobox&amp;diff=45</id>
		<title>Template:Weapon infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Template:Weapon_infobox&amp;diff=45"/>
		<updated>2026-07-24T02:23:12Z</updated>

		<summary type="html">&lt;p&gt;Bembi: Add Weapon infobox template (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This is the infobox template for &#039;&#039;&#039;weapon&#039;&#039;&#039; items (any item type with&lt;br /&gt;
{{code|is_weapon: true}} in {{code|server/assets/item_types/*.json}}). For&lt;br /&gt;
non-weapon armor/clothing use {{tl|Equipment infobox}}; for food/potions use&lt;br /&gt;
{{tl|Consumable infobox}}.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Weapon infobox&lt;br /&gt;
| name        = Iron Sword&lt;br /&gt;
| image       = Iron Sword.png&lt;br /&gt;
| id          = 1&lt;br /&gt;
| key         = iron_sword&lt;br /&gt;
| strength    = 5&lt;br /&gt;
| accuracy    = 5&lt;br /&gt;
| damage_type = Pure&lt;br /&gt;
| attack_style = Melee&lt;br /&gt;
| attack_interval = 5&lt;br /&gt;
| attack_sound =&lt;br /&gt;
| equip_slot  = Hand&lt;br /&gt;
| two_handed  = no&lt;br /&gt;
| max_stack   = 1&lt;br /&gt;
| description = A plain, well-balanced blade.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Parameter !! Meaning !! Source field&lt;br /&gt;
|-&lt;br /&gt;
| name || Display name (defaults to page title) || &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| image || Icon/render filename, uploaded separately || (client art, no server equivalent)&lt;br /&gt;
|-&lt;br /&gt;
| id || Numeric item id (stable, used in loot tables/shops) || &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| key || String key used in scripts/content files || &amp;lt;code&amp;gt;key&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| strength || Additive max-hit bonus while wielded || &amp;lt;code&amp;gt;strength&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| accuracy || Additive hit-chance bonus while wielded || &amp;lt;code&amp;gt;accuracy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| damage_type || Element the swing deals; blank = attacker&#039;s own default || &amp;lt;code&amp;gt;damage_type&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| attack_style || Melee / Ranged / Magic (presentation only today) || &amp;lt;code&amp;gt;attack_style&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| attack_interval || Ticks between attacks (1 tick = 400&amp;amp;nbsp;ms by default) || &amp;lt;code&amp;gt;attack_interval_ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| attack_sound || Sound key played on swing, if any || &amp;lt;code&amp;gt;attack_sound&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| equip_slot || Slot this occupies (almost always Hand for weapons) || &amp;lt;code&amp;gt;equip_slot&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| two_handed || Whether equipping it also vacates offhand || &amp;lt;code&amp;gt;two_handed&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| max_stack || Inventory stack size (1 = unstackable) || &amp;lt;code&amp;gt;max_stack&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| armor || Optional: flat damage reduction, for weapons that also guard || &amp;lt;code&amp;gt;armor&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| description || Free-text flavor/summary written for the wiki, not the game data || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every weapon page should also include a short prose intro above the infobox&lt;br /&gt;
and a &amp;quot;&#039;&#039;&#039;Notes&#039;&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;&#039;Where to find it&#039;&#039;&#039;&amp;quot; section below it — the&lt;br /&gt;
infobox is a data summary, not the whole page.&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:300px; float:right; margin:0 0 1em 1em; border:1px solid #999; background:#f8f8f8;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#7a2222; color:#fff; text-align:center; font-size:110%;&amp;quot; | {{{name|{{PAGENAME}}}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[File:{{{image|Placeholder.png}}}|220px]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ddd;&amp;quot; | Weapon stats&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strength bonus&#039;&#039;&#039; || {{{strength|0}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accuracy bonus&#039;&#039;&#039; || {{{accuracy|0}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage type&#039;&#039;&#039; || {{{damage_type|—}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack style&#039;&#039;&#039; || {{{attack_style|Melee}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack speed&#039;&#039;&#039; || {{{attack_interval|—}}} ticks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack sound&#039;&#039;&#039; || {{{attack_sound|none}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ddd;&amp;quot; | Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Slot&#039;&#039;&#039; || {{{equip_slot|Hand}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Two-handed&#039;&#039;&#039; || {{{two_handed|no}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor&#039;&#039;&#039; || {{{armor|0}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ddd;&amp;quot; | Item data&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ID&#039;&#039;&#039; || {{{id|?}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Key&#039;&#039;&#039; || &amp;lt;code&amp;gt;{{{key|?}}}&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max stack&#039;&#039;&#039; || {{{max_stack|1}}}&lt;br /&gt;
|}&lt;br /&gt;
{{{description|}}}&lt;br /&gt;
[[Category:Weapons]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bembi</name></author>
	</entry>
</feed>