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		<id>https://wiki.ephimoria.com/index.php?title=Hanese&amp;diff=2570</id>
		<title>Hanese</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Hanese&amp;diff=2570"/>
		<updated>2025-12-22T03:26:26Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Welshei moved page Human/Hanese to Hanese without leaving a redirect: Reverse test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The Unscathed&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Hanese are an ancient, peaceful folk who hailed from the far east. Their homeland was even further east than that of Aestatia. It was once a relatively lush set of island chains, with the most northern of them being frosted mountains, while the most southern being lush with tropical forests. This area was created from high volcanic activity, and through the ages had emerged from the seas, and had since come to sport rivers, lakes, and a large area of land, suited for the habitation of people. A more primitive version of the Hanese, sometimes referred to as the &#039;Cheoum&#039; inhabited the land. Their lives were marked by peace and prosperity. They were notably backwater in terms of technology, and foreign scholars of the time note them to be entirely without metal-forging.&lt;br /&gt;
&lt;br /&gt;
From the sky, a large catastrophe eventually loomed, sometimes referred to as the &#039;Seglyo&#039;. This large extraterrestrial rock was on a crash course to wipe out their entire realm, and all the Cheoum had yet created. Decisions had to be made quick, and thus the Cheoum gathered their most powerful of &#039;shamans&#039; to come to the aid of this disaster. Sacrificing themselves to present the devastation of the realm, they were able to halt the Seglyo to remain forever in the sky. From there, the first dynasty was founded, and continues to rule to this day. The duty of the Empress was to keep the balance of the realm, and promote the general prosperity. Some scholars have attributed to the growth of technology in their society to this space mound, but others find this ludicrous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
The Hanese people remain a relatively diverse people, but most notably is the shape of their face, and color of their hair. They tend to have rounded faces with almond shaped eyes, with dark hair and eyes. Their hair most commonly parts towards the center, but some chose to style it otherwise. With this, their garbs tend to be rather colorful in nature, even commoner&#039;s clothes tend to be bright if the occasion is formal enough. Pinks, reds, and greens are perhaps the most common colors in this way for attire.&lt;br /&gt;
&lt;br /&gt;
Females formally wear something referred to as a &#039;Hanbok&#039;. It is akin to that of a dress, with a high-waisted skirt that billows out almost conically from the waist, with a simple and usually long-sleeved top to the gown, being made from two separate pieces. Men too tend to wear more skirted clothing, a &#039;Yakata&#039; being rather common. In western views, it is similar in appearance to a bathrobe, and fastened around the waist with a belt. Both of these tend to be rather free flowing and elegant. Clothing for the peasantry tends to be more rigid and skirted, but pants are not too uncommon.&lt;br /&gt;
&lt;br /&gt;
*Common Height:&lt;br /&gt;
**Male: 5&#039;3&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
**Female: 5&#039;1&amp;quot; - 5&#039;6&amp;quot;&lt;br /&gt;
*Common Build: Ectomorph, Mesomorph, Endomorph&lt;br /&gt;
*Common Eyes: Black, Brown, Green, Gold, Red, Lavender&lt;br /&gt;
*Common Hair: Black, Brown, White, Red&lt;br /&gt;
*Common Skin Tone: Pale, Yellowed, Tan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
There were often two sects of Hanese people for the most part. The majority of the Hanese lived as they always had; in relative peace and understanding. Almost all Hanese valued community, family, order, and knowledge. Literacy rate for the Hanese was higher than in most other human cultures, and heavy emphasis is placed on it for the nobility of their people. A more younger, newer generation of these Hanese have taken a more war-like path however. Seeing enemies to the west, they have found themselves in conflict with Aestatia, and other races which wish to conquer their lands. The Hanese had built very advanced sea-faring ships, and vast temples across their land where the &#039;Munshi&#039; are known to store archaic and ancient knowledge. Progress was sometimes feared, and tradition was revered over all else.&lt;br /&gt;
&lt;br /&gt;
Hanese housing is odd, and most notably is built without properly hinged doors. In some more wealthy homes, there are sliding doors, but for the most part there are none. This promotes a neighborly and trusting environment as homes are open to all who might find themselves wanting. They are often built elevated above the ground with wooden pillars placed in. The floor is to be made of wood, and the walls either of wood or hard paper or reed. The roofs are often shingled or made of thatch, with high central slopes to prevent rain or snow from staying atop them. These homes are relatively warm feeling, and lack many rooms. Their most common features are a dining room, with a low table which has mats placed about it for seating. Beds are usually not elevated and are merely rolls laid upon the ground of thick fabric. Information is usually kept in a scroll rack and stored carefully within. Cooking was usually done outside, and storage usually kept underground to help try and preserve meats and other product. Homes were also equipped with an &#039;ondol&#039;, a sort of hollow space beneath the home where fire was stoked and used to heat up the flooring and the home in the winter time. The smoke from the ondol would be carried out through a chimney behind the home. These feudal villages normally presided over small farms with mainly cattle, or by the ocean for fishing. The capital city of &#039;Jalok&#039; remained atop the meteor and was said to be a wonder to behold. A beautiful and ancient city founded after the sacrifice of the Cheoum; the Jalok was home to not only some of the most beautiful art and architecture, but ancient tombs. Within these tombs, it is not uncommon to think that the Empress was buried with her attendants, surrounded by standing clay statues for each person under their domain. These statues represented soldiers, scholars, and workers from throughout their Empires. Some cruel Empresses even buried their people alive with them. Peasants without the means to be buried in elaborate tombs often buried themselves beneath the cherry trees, with some family trees spanning back centuries before the shattering.&lt;br /&gt;
&lt;br /&gt;
The Hanese afterlife is a vague and rather interpretative thing to many people. Some viewed it as reincarnation, becoming the embodiment of whatever the person was most in life: a plant, an animal, perhaps even a person or a piece of land. Those who committed great evil were cast off to &#039;Jiob&#039; a cold and desolate place where one feels as if they are constantly freezing, forever tormented by not only their sins but their worst fears.&lt;br /&gt;
&lt;br /&gt;
The Hanese have a high reverence for their ancestors, and those who came before them. The &#039;Munshi&#039; acted as spiritual leaders and guiding hands for each respective lost god. They were sometimes called upon to tell the future, or other such practices, in bids of good luck and offerings to the gods. They were said to be nigh prophetic in nature, yet this is not fully confirmed if they were truly blessed by their deities. Once a Tsel, during the winter, as the leaves off the trees fall, a feast for the dead was held referred to as &#039;Shilhi&#039;. The Munshi offer these to their deceased ancestors on a well presented table, bowing and offering respectful prayers and words. This ceremony often took place outside, under the barren cherry trees in hope that their beauty, or the ancestor&#039;s grace would come in the spring. Munshi held a high role in society and acted as advisers to the feudal lords. Their selection and connection to the gods was said to be through ancient blood lineage, some being able to trace back direct heritage to the Cheoum who initially prevented the end. Munshi sometimes claim that they more commonly had &#039;cerise&#039; colored eyes, but this is not proven to be necessary or exclusive to those of their trade. &lt;br /&gt;
&lt;br /&gt;
The religion of the Hanese people was a more practical one. While they worshipped the entire pantheon, their faith was centered around the lost god [[Dahriim|Dahriim]], who they see embodied &#039;in the flesh&#039; in their Empress. The Empress was to keep constant and careful rule, ensuring that judgement is properly carried out and fairness is rewarded throughout the lands. Her job was to promote prosperity, and she is said to have an ominous and godly glow about her at all times. Her voice was rarely used, and is said to be not only frail, but angelic in nature. The Hanese people tend to be a more peaceful sort, and her influence on the lands was certainly noted.&lt;br /&gt;
&lt;br /&gt;
The diet of the Hanese tended to be a much healthier one than some of the other places. Being a more island-centric nation, the people tend to dine on fish, rice, noodles, and vegetables. It would not be common for them to utilize forks as utensils, instead utilizing chop sticks to eat majority of their food. A heavy emphasis is placed on seafood, as the more mountainous parts of the land made it difficult to create proper agriculture. Hanese fisherman were renowned for their large and exotic catches and tastes. A certain kind of fermented rice alcohol called &#039;Makgeolli&#039; is often drink by the common folk, being compared to that of wine.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Mechanics==&lt;br /&gt;
 &lt;br /&gt;
*Lifespan: 115 - 125 years old on average.&lt;br /&gt;
*The Hanese people due to their natural abilities to climb have a more sure grip, and are usually more lithe or agile. This makes them perhaps the swiftest of the Human races, yet not matching Elves.&lt;br /&gt;
*The Hanese have perhaps the largest lung capacity of any race due to their mountain-climate living. This makes them more natural athletes and increases their stamina to be above that of the average man.&lt;br /&gt;
*The Hanese have more attuned muscles, this allows for them to take pressure and blunt trauma much more easily. In this way it is more difficult for them to break bones, and feel negative vibrations in their body [from either falling, or from blunt damage].&lt;br /&gt;
*The Hanese have a passive magical &#039;six sense&#039;. A sensation overcomes them as they enter magically rich areas, or near magically intense artifacts. While not inherently able to tell what, or even what direction in which the presence comes from; they do know of its existence as long as it is within 10 meters (blocks).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Human]]&lt;br /&gt;
[[Category:Playable Race]]&lt;br /&gt;
{{RaceBar}}&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Hanese&amp;diff=2569</id>
		<title>Hanese</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Hanese&amp;diff=2569"/>
		<updated>2025-12-22T03:24:56Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Welshei moved page Hanese to Human/Hanese without leaving a redirect: Breadcrumbs test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The Unscathed&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Hanese are an ancient, peaceful folk who hailed from the far east. Their homeland was even further east than that of Aestatia. It was once a relatively lush set of island chains, with the most northern of them being frosted mountains, while the most southern being lush with tropical forests. This area was created from high volcanic activity, and through the ages had emerged from the seas, and had since come to sport rivers, lakes, and a large area of land, suited for the habitation of people. A more primitive version of the Hanese, sometimes referred to as the &#039;Cheoum&#039; inhabited the land. Their lives were marked by peace and prosperity. They were notably backwater in terms of technology, and foreign scholars of the time note them to be entirely without metal-forging.&lt;br /&gt;
&lt;br /&gt;
From the sky, a large catastrophe eventually loomed, sometimes referred to as the &#039;Seglyo&#039;. This large extraterrestrial rock was on a crash course to wipe out their entire realm, and all the Cheoum had yet created. Decisions had to be made quick, and thus the Cheoum gathered their most powerful of &#039;shamans&#039; to come to the aid of this disaster. Sacrificing themselves to present the devastation of the realm, they were able to halt the Seglyo to remain forever in the sky. From there, the first dynasty was founded, and continues to rule to this day. The duty of the Empress was to keep the balance of the realm, and promote the general prosperity. Some scholars have attributed to the growth of technology in their society to this space mound, but others find this ludicrous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
The Hanese people remain a relatively diverse people, but most notably is the shape of their face, and color of their hair. They tend to have rounded faces with almond shaped eyes, with dark hair and eyes. Their hair most commonly parts towards the center, but some chose to style it otherwise. With this, their garbs tend to be rather colorful in nature, even commoner&#039;s clothes tend to be bright if the occasion is formal enough. Pinks, reds, and greens are perhaps the most common colors in this way for attire.&lt;br /&gt;
&lt;br /&gt;
Females formally wear something referred to as a &#039;Hanbok&#039;. It is akin to that of a dress, with a high-waisted skirt that billows out almost conically from the waist, with a simple and usually long-sleeved top to the gown, being made from two separate pieces. Men too tend to wear more skirted clothing, a &#039;Yakata&#039; being rather common. In western views, it is similar in appearance to a bathrobe, and fastened around the waist with a belt. Both of these tend to be rather free flowing and elegant. Clothing for the peasantry tends to be more rigid and skirted, but pants are not too uncommon.&lt;br /&gt;
&lt;br /&gt;
*Common Height:&lt;br /&gt;
**Male: 5&#039;3&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
**Female: 5&#039;1&amp;quot; - 5&#039;6&amp;quot;&lt;br /&gt;
*Common Build: Ectomorph, Mesomorph, Endomorph&lt;br /&gt;
*Common Eyes: Black, Brown, Green, Gold, Red, Lavender&lt;br /&gt;
*Common Hair: Black, Brown, White, Red&lt;br /&gt;
*Common Skin Tone: Pale, Yellowed, Tan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
There were often two sects of Hanese people for the most part. The majority of the Hanese lived as they always had; in relative peace and understanding. Almost all Hanese valued community, family, order, and knowledge. Literacy rate for the Hanese was higher than in most other human cultures, and heavy emphasis is placed on it for the nobility of their people. A more younger, newer generation of these Hanese have taken a more war-like path however. Seeing enemies to the west, they have found themselves in conflict with Aestatia, and other races which wish to conquer their lands. The Hanese had built very advanced sea-faring ships, and vast temples across their land where the &#039;Munshi&#039; are known to store archaic and ancient knowledge. Progress was sometimes feared, and tradition was revered over all else.&lt;br /&gt;
&lt;br /&gt;
Hanese housing is odd, and most notably is built without properly hinged doors. In some more wealthy homes, there are sliding doors, but for the most part there are none. This promotes a neighborly and trusting environment as homes are open to all who might find themselves wanting. They are often built elevated above the ground with wooden pillars placed in. The floor is to be made of wood, and the walls either of wood or hard paper or reed. The roofs are often shingled or made of thatch, with high central slopes to prevent rain or snow from staying atop them. These homes are relatively warm feeling, and lack many rooms. Their most common features are a dining room, with a low table which has mats placed about it for seating. Beds are usually not elevated and are merely rolls laid upon the ground of thick fabric. Information is usually kept in a scroll rack and stored carefully within. Cooking was usually done outside, and storage usually kept underground to help try and preserve meats and other product. Homes were also equipped with an &#039;ondol&#039;, a sort of hollow space beneath the home where fire was stoked and used to heat up the flooring and the home in the winter time. The smoke from the ondol would be carried out through a chimney behind the home. These feudal villages normally presided over small farms with mainly cattle, or by the ocean for fishing. The capital city of &#039;Jalok&#039; remained atop the meteor and was said to be a wonder to behold. A beautiful and ancient city founded after the sacrifice of the Cheoum; the Jalok was home to not only some of the most beautiful art and architecture, but ancient tombs. Within these tombs, it is not uncommon to think that the Empress was buried with her attendants, surrounded by standing clay statues for each person under their domain. These statues represented soldiers, scholars, and workers from throughout their Empires. Some cruel Empresses even buried their people alive with them. Peasants without the means to be buried in elaborate tombs often buried themselves beneath the cherry trees, with some family trees spanning back centuries before the shattering.&lt;br /&gt;
&lt;br /&gt;
The Hanese afterlife is a vague and rather interpretative thing to many people. Some viewed it as reincarnation, becoming the embodiment of whatever the person was most in life: a plant, an animal, perhaps even a person or a piece of land. Those who committed great evil were cast off to &#039;Jiob&#039; a cold and desolate place where one feels as if they are constantly freezing, forever tormented by not only their sins but their worst fears.&lt;br /&gt;
&lt;br /&gt;
The Hanese have a high reverence for their ancestors, and those who came before them. The &#039;Munshi&#039; acted as spiritual leaders and guiding hands for each respective lost god. They were sometimes called upon to tell the future, or other such practices, in bids of good luck and offerings to the gods. They were said to be nigh prophetic in nature, yet this is not fully confirmed if they were truly blessed by their deities. Once a Tsel, during the winter, as the leaves off the trees fall, a feast for the dead was held referred to as &#039;Shilhi&#039;. The Munshi offer these to their deceased ancestors on a well presented table, bowing and offering respectful prayers and words. This ceremony often took place outside, under the barren cherry trees in hope that their beauty, or the ancestor&#039;s grace would come in the spring. Munshi held a high role in society and acted as advisers to the feudal lords. Their selection and connection to the gods was said to be through ancient blood lineage, some being able to trace back direct heritage to the Cheoum who initially prevented the end. Munshi sometimes claim that they more commonly had &#039;cerise&#039; colored eyes, but this is not proven to be necessary or exclusive to those of their trade. &lt;br /&gt;
&lt;br /&gt;
The religion of the Hanese people was a more practical one. While they worshipped the entire pantheon, their faith was centered around the lost god [[Dahriim|Dahriim]], who they see embodied &#039;in the flesh&#039; in their Empress. The Empress was to keep constant and careful rule, ensuring that judgement is properly carried out and fairness is rewarded throughout the lands. Her job was to promote prosperity, and she is said to have an ominous and godly glow about her at all times. Her voice was rarely used, and is said to be not only frail, but angelic in nature. The Hanese people tend to be a more peaceful sort, and her influence on the lands was certainly noted.&lt;br /&gt;
&lt;br /&gt;
The diet of the Hanese tended to be a much healthier one than some of the other places. Being a more island-centric nation, the people tend to dine on fish, rice, noodles, and vegetables. It would not be common for them to utilize forks as utensils, instead utilizing chop sticks to eat majority of their food. A heavy emphasis is placed on seafood, as the more mountainous parts of the land made it difficult to create proper agriculture. Hanese fisherman were renowned for their large and exotic catches and tastes. A certain kind of fermented rice alcohol called &#039;Makgeolli&#039; is often drink by the common folk, being compared to that of wine.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Mechanics==&lt;br /&gt;
 &lt;br /&gt;
*Lifespan: 115 - 125 years old on average.&lt;br /&gt;
*The Hanese people due to their natural abilities to climb have a more sure grip, and are usually more lithe or agile. This makes them perhaps the swiftest of the Human races, yet not matching Elves.&lt;br /&gt;
*The Hanese have perhaps the largest lung capacity of any race due to their mountain-climate living. This makes them more natural athletes and increases their stamina to be above that of the average man.&lt;br /&gt;
*The Hanese have more attuned muscles, this allows for them to take pressure and blunt trauma much more easily. In this way it is more difficult for them to break bones, and feel negative vibrations in their body [from either falling, or from blunt damage].&lt;br /&gt;
*The Hanese have a passive magical &#039;six sense&#039;. A sensation overcomes them as they enter magically rich areas, or near magically intense artifacts. While not inherently able to tell what, or even what direction in which the presence comes from; they do know of its existence as long as it is within 10 meters (blocks).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Human]]&lt;br /&gt;
[[Category:Playable Race]]&lt;br /&gt;
{{RaceBar}}&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Human&amp;diff=2568</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Human&amp;diff=2568"/>
		<updated>2025-12-22T03:24:36Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Category:Event_Race&amp;diff=2566</id>
		<title>Category:Event Race</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Category:Event_Race&amp;diff=2566"/>
		<updated>2025-12-22T03:20:41Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Category:Race&amp;diff=2565</id>
		<title>Category:Race</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Category:Race&amp;diff=2565"/>
		<updated>2025-12-22T03:20:15Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Created Races Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2564</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2564"/>
		<updated>2025-12-22T03:13:25Z</updated>

		<summary type="html">&lt;p&gt;Welshei: /* Build-A-Bat Traits */ Reworded Mark of Profanity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause. All traits taken from this system must be noted in the character profile of the character who uses it.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
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&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
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The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
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&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
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The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
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&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
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The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
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&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
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The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
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&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
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The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
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&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
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The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
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&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
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The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
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&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
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All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
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==Physical Changes==&lt;br /&gt;
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Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[The Vallah#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
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Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
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Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
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Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
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==Mental Changes==&lt;br /&gt;
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Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
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Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
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Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
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==Blood Starvation==&lt;br /&gt;
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The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
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==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
***Feeding in combat takes one turn to drink half a pint of blood. This regenerates 3 HP per half pint taken.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
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==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out. Each level of vallahism is only able to manifest a certain amount of traits, be they good bad or otherwise before the body struggles to stay together. Certain traits are excluded from this and are specified within the trait itself. When a vallah evolves into the next tier, they are capable of modifying their existing curse freely only once when it occurs. Vallah MUST take one negative sun trait unless they take the daywalker trait.&lt;br /&gt;
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Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
** 6 Traits&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
** 8 Traits&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
** 10 Traits&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1VdMviylXU8eL8v7xGM_azjXhpwm0x7Cic10xycI7nZ4/edit?gid=0#gid=0 Build-A-Bat Perk Calculator]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Sun Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +1&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Shadowsbane || The vallah curse is actively suppressed by darkness. While not within any source of bright or dim light, the vallah loses all of their positive traits granted by the curse, and they act as if they are within direct sunlight (without any sun traits). They are also unable to gain nourishment from feeding. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to [[gold]] and [[copper]] (in addition to their existing [[silver]] vulnerability). They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay for longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Moonburn || The vallah is actively harmed by moonlight itself, as the curse twists against them. When exposed to moonlight, the vallah loses 3 HP per turn, and cannot regenerate in any fashion besides feeding during the same turn they took damage from this trait. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Sluggish Gait || The vallah seems to stick to everything as if the world itself tries to keep them down. They lose 1 rank of speed. This trait is mutually exclusive with accursed strength. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sloppy || The vallah cannot seem to feed properly for any variety of reason, and requires double the amount of blood normally required in order to be properly satiated. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Encroaching Darkness || The vallah loses all traits, abilities and spells that grant them dark vision regardless of source. Any darkvision buffs also do not work on the vallah. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. This trait does not count toward the trait point total. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. This trait does not count toward the trait point total. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. This trait does not count toward the trait point total. || 0/∞&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
==Curing Vallahism==&lt;br /&gt;
Curing vallahism is not an easy practice, but does have multiple routes. Despite the many potential ways to do it, the symptoms of being cured lead the same way in the end. For 3 OOC days, the vallah suffers from an intense pain that radiates across their entire body that cannot be sedated or mitigated, and they cough up and expel the curse through unsavory bodily functions. This prevents them from being in combat entirely. After the time has passed and the immense suffering that is required, they are cured of vallahism and cannot contract it again for 1 OOC month. Should they intentionally attempt to do so, their body will perish in the attempt.&lt;br /&gt;
&lt;br /&gt;
Divinity&lt;br /&gt;
*Using specific abilities with the old power of the divines vallahism was capable of being cured.&lt;br /&gt;
&lt;br /&gt;
Origin Magic&lt;br /&gt;
*Using the old method of a legendary plant alongside healing spells, vallahism was capable of being cured.&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
*As of now, there is no direct method of curing vallahism besides the old magics.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[index.php?title=Category:Curse]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=The_Vallah&amp;diff=2563</id>
		<title>The Vallah</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=The_Vallah&amp;diff=2563"/>
		<updated>2025-12-22T03:02:19Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Welshei moved page The Vallah to Vallahism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Vallahism]]&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2562</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2562"/>
		<updated>2025-12-22T03:02:19Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Welshei moved page The Vallah to Vallahism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause. All traits taken from this system must be noted in the character profile of the character who uses it.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[The Vallah#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
***Feeding in combat takes one turn to drink half a pint of blood. This regenerates 3 HP per half pint taken.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out. Each level of vallahism is only able to manifest a certain amount of traits, be they good bad or otherwise before the body struggles to stay together. Certain traits are excluded from this and are specified within the trait itself. When a vallah evolves into the next tier, they are capable of modifying their existing curse freely only once when it occurs. Vallah MUST take one negative sun trait unless they take the daywalker trait.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
** 6 Traits&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
** 8 Traits&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
** 10 Traits&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1VdMviylXU8eL8v7xGM_azjXhpwm0x7Cic10xycI7nZ4/edit?gid=0#gid=0 Build-A-Bat Perk Calculator]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Sun Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +1&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Shadowsbane || The vallah curse is actively suppressed by darkness. While not within any source of bright or dim light, the vallah loses all of their positive traits granted by the curse, and they act as if they are within direct sunlight (without any sun traits). They are also unable to gain nourishment from feeding. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Moonburn || The vallah is actively harmed by moonlight itself, as the curse twists against them. When exposed to moonlight, the vallah loses 3 HP per turn, and cannot regenerate in any fashion besides feeding during the same turn they took damage from this trait. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Sluggish Gait || The vallah seems to stick to everything as if the world itself tries to keep them down. They lose 1 rank of speed. This trait is mutually exclusive with accursed strength. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sloppy || The vallah cannot seem to feed properly for any variety of reason, and requires double the amount of blood normally required in order to be properly satiated. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Encroaching Darkness || The vallah loses all traits, abilities and spells that grant them dark vision regardless of source. Any darkvision buffs also do not work on the vallah. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. This trait does not count toward the trait point total. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. This trait does not count toward the trait point total. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. This trait does not count toward the trait point total. || 0/∞&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
==Curing Vallahism==&lt;br /&gt;
Curing vallahism is not an easy practice, but does have multiple routes. Despite the many potential ways to do it, the symptoms of being cured lead the same way in the end. For 3 OOC days, the vallah suffers from an intense pain that radiates across their entire body that cannot be sedated or mitigated, and they cough up and expel the curse through unsavory bodily functions. This prevents them from being in combat entirely. After the time has passed and the immense suffering that is required, they are cured of vallahism and cannot contract it again for 1 OOC month. Should they intentionally attempt to do so, their body will perish in the attempt.&lt;br /&gt;
&lt;br /&gt;
Divinity&lt;br /&gt;
*Using specific abilities with the old power of the divines vallahism was capable of being cured.&lt;br /&gt;
&lt;br /&gt;
Origin Magic&lt;br /&gt;
*Using the old method of a legendary plant alongside healing spells, vallahism was capable of being cured.&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
*As of now, there is no direct method of curing vallahism besides the old magics.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[index.php?title=Category:Curse]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism_(Legacy)&amp;diff=2561</id>
		<title>Vallahism (Legacy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism_(Legacy)&amp;diff=2561"/>
		<updated>2025-12-22T03:01:59Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Welshei moved page Vallah (Legacy) to Vallahism (Legacy) without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This page is now deprecated]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Races that can Contract Vallahism==&lt;br /&gt;
;Note, Polymorphing into races not listed while having the curse is not possible.&lt;br /&gt;
&lt;br /&gt;
*Humans&lt;br /&gt;
*Elves&lt;br /&gt;
*[[Orcs]]&lt;br /&gt;
*[[Races|Half-Breeds]] [Not [[Half Mer]]]&lt;br /&gt;
*[[Danakov]]&lt;br /&gt;
*[[Dwarves]]&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Satyr]]&lt;br /&gt;
*[[Dryads]]&lt;br /&gt;
*[[Skrayln]]&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably… die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
Vallah who ascend to Greater Vallahism has surpassed the reaches of the curse, turning it into something that is more than just a malignance on their body. Greater Vallahism manifests throughout their whole body, turning their blood black and giving them heightened strength and agility. It is at this point where their curse becomes visible constantly, as Greater Vallah are unafraid of those who are beneath them. Greater Vallahism also comes with three possible paths achievable. &lt;br /&gt;
&lt;br /&gt;
The Original Greater Vallah, those under the Path of Savagery, and those under the Path of Essence. Each is achieved through different feats. &lt;br /&gt;
&lt;br /&gt;
Original Greater Vallah tends to be those who pursue ambitions in a selfish, self-centered manner, caring little of those beneath them. &lt;br /&gt;
&lt;br /&gt;
Those of the Path of Savagery have accomplished this by taking a more feral and barbaric path with it, feeding in excess of blood and flesh recklessly and with little care for those they harm. &lt;br /&gt;
&lt;br /&gt;
Finally, those of the Path of Essence are those who follow their ambitions through subterfuge, manipulation, and using less barbaric ways of getting what they want. They seem more passive and almost friendly, but all for the guise of luring unsuspecting prey. &lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if sick. They start getting symptoms much like the common cold such as a runny nose, congestion, chills, a fever, red, itchy, or watery eyes, etc. They lose one rank of speed and strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling greater fatigue, muscle soreness, and all the above symptoms but mildly worsened. They start losing their appetite as well, but not enough to stop eating entirely. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth and all the previous effects but worse. Their skin pales further and their lack of appetite progresses. They lose two ranks of strength and speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling more muscle soreness, previous effects and also starts growing an aversion to sunlight. Their teeth also start sharpening a little, particularly at the canines. They also get a minor irritation to gold as if allergic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s eyes start to grow reddened but their loss of appetite lessens to more of an aversion to regular foods, the person now desiring meat, generally on the rarer side when cooked. They grow uncomfortable in sunlight as well. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s canines continue to grow, the whites of the eyes look less irritated and instead, the iris itself begins reddening around the edges. They feel weaker in sunlight and the nails of the cursed grow discolored and the nails become tougher. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is unhealthily pale and the redness takes over the entirety of the victim’s iris during the night. The nails start becoming blackened and more discolored over time and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[Vallah (Legacy)#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large. Vallah are creatures that prefer the night and possess large talons and fangs which they use to hunt their prey and to secure themselves blood. Many Vallah are either innocents turned in these raids or sycophants who hail from royal bloodlines, having used the curse to try and maintain a long, but cursed life.&lt;br /&gt;
&lt;br /&gt;
Holy fire, objects, and damage, [[gold]], and other weaknesses plague their daily lives, making using coinage a tedious task. With this in mind, most Vallah societies have forsaken these metals and tools for other more worthy items. The fallen goddess Ombra was the patron deity that protected them in her shadows, making the curse feel muted within it.&lt;br /&gt;
&lt;br /&gt;
Turning into a Vallah is not a pleasant experience, but rather a painful one. It feels when one begins to turn as if their eyes are burning and their bones are stretching. Their bodies break into feverish pitches, leaving them battered and wounded. It is during this time they also begin to learn to use their incisors to feed and properly drink the blood of their prey.&lt;br /&gt;
&lt;br /&gt;
The soul of the vallah which has turned is a curious anomaly. Unlike their Lycan counterparts, the Vallah curse has manifested itself as a part of the soul, becoming one with it and corrupting it into something more permanent to some degree. The soul of the Lesser Vallah is Crimson, while the Greater Vallah&#039;s is black, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah have very few mental changes, and the ones they have are minimal barring one or two more notable changes. They tend to no longer find interest in eating normal food and most of them do not like sunlight, taking to becoming nocturnal. Most notably, when around blood, they grow more aware of it and lose a modicum of focus on what they are doing to instead find or look at the source of the blood. This will not break concentration. Greater Vallahs find this same effect around Lesser Vallah&#039;s blood, but Lesser Vallahs are not drawn to other Lesser Vallah’s blood.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed. Greater Vallah are also known to feed on flesh, while both must draw blood. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails also extend into talons, no matter if it&#039;s day or night while their teeth grow sharper, particularly the fangs, and their skin grows parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles.&lt;br /&gt;
&lt;br /&gt;
Greater Vallah going down the Path of Essence does not suffer from Blood Starvation as other Greater Vallah do. Instead of starving for blood, they starve of the life force and energy of other creatures, becoming desperate to grapple with another sentient being to begin draining them. Oftentimes they will act irrationally in this attempt and will go after anyone nearby. If they do not gather the necessary essence from another person, they will grow weaker and weaker over the course of 24 OOC hours starting at the time they began to starve until they are so weak and fatigued they can barely get up and stumble around. &lt;br /&gt;
&lt;br /&gt;
Should the Vallah not feed or consume essence within the 24 OOC hours they are starving, they will begin aging rapidly to their true age and grow far more vicious or desperate. If they are 50 years older than their race’s original age, they will crumple and die within the next 10 emotes without sustenance. If they feed during this time, they will revert back to how they were before except 5 years older.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics &amp;amp; Lesser Vallahism==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;General:&lt;br /&gt;
*Vallah does not require food, water, etc. But they can still partake in the consummation of such without any benefits.&lt;br /&gt;
*Vallah nails are as tough as iron and can be extended at night. Blackened in color, these talons are difficult to break and a potent tool on lightly or unarmored individuals.&lt;br /&gt;
**Holy damage and weaponry are capable of clipping these nails, searing them off where cut. The talons will be regenerated upon feeding on an individual.&lt;br /&gt;
*Vallah has enhanced vision at night, able to see through it as if it were day.&lt;br /&gt;
*Vallah are vulnerable to holy fire, damage, relics, and [[gold]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah are immune to diseases and pathogens unless they specify otherwise.&lt;br /&gt;
*Creatures of the Night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures to fulfill their hunger. Blood from animals or stale blood up to 1 OOC hour out of the body does not work.&lt;br /&gt;
**Lesser vallah cannot feed on other vallah to sustain the curse, but greater vallah can sustain off of lesser.&lt;br /&gt;
*The spawn of Vallah has the potential of being Lesser Vallah too.&lt;br /&gt;
*Vallah cannot sleep.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah has a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tends to become less focused on anything but the scent and sight of the blood. They are drawn to it, but won’t necessarily go after the source of it. &lt;br /&gt;
**Their fangs grow, their eyes darken at the sclera, and the black of their nails crawl up their fingers, giving a more cruel appearance to the Vallah when in the presence of blood. They can also smell it easily if it&#039;s fresh and within twenty meters.&lt;br /&gt;
*All Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
;Lesser Vallahism:&lt;br /&gt;
*Have an extended lifespan of five times their base life. Vallah age normally until adulthood (18).&lt;br /&gt;
*Have canines that grow 1.5 times their usual length. They are constant unless at night, at which they can extend and retract at will.&lt;br /&gt;
*Lesser Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallahs are utterly crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two. stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*Lesser Vallah requires blood every two OOC weeks or suffers the effects of blood exhaustion. They must feed on a player character.&lt;br /&gt;
*Lesser Vallah eyes turn crimson at night, during the day they maintain their normal eye color unless they have fed on a player recently.&lt;br /&gt;
*During the night, Vallahs have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by 20, to a minimum of 1, but increases their speed and strength ranks by 1.&lt;br /&gt;
 &lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. Instead, they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing mild [2d6] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallahs have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat-like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth are sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallahs suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First-degree in the area affected.&lt;br /&gt;
**Turn 5: Second-degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third-degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallahs require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second-degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[index.php?title=Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism_(Legacy)&amp;diff=2560</id>
		<title>Vallahism (Legacy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism_(Legacy)&amp;diff=2560"/>
		<updated>2025-12-22T03:01:43Z</updated>

		<summary type="html">&lt;p&gt;Welshei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This page is now deprecated]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Races that can Contract Vallahism==&lt;br /&gt;
;Note, Polymorphing into races not listed while having the curse is not possible.&lt;br /&gt;
&lt;br /&gt;
*Humans&lt;br /&gt;
*Elves&lt;br /&gt;
*[[Orcs]]&lt;br /&gt;
*[[Races|Half-Breeds]] [Not [[Half Mer]]]&lt;br /&gt;
*[[Danakov]]&lt;br /&gt;
*[[Dwarves]]&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Satyr]]&lt;br /&gt;
*[[Dryads]]&lt;br /&gt;
*[[Skrayln]]&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably… die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
Vallah who ascend to Greater Vallahism has surpassed the reaches of the curse, turning it into something that is more than just a malignance on their body. Greater Vallahism manifests throughout their whole body, turning their blood black and giving them heightened strength and agility. It is at this point where their curse becomes visible constantly, as Greater Vallah are unafraid of those who are beneath them. Greater Vallahism also comes with three possible paths achievable. &lt;br /&gt;
&lt;br /&gt;
The Original Greater Vallah, those under the Path of Savagery, and those under the Path of Essence. Each is achieved through different feats. &lt;br /&gt;
&lt;br /&gt;
Original Greater Vallah tends to be those who pursue ambitions in a selfish, self-centered manner, caring little of those beneath them. &lt;br /&gt;
&lt;br /&gt;
Those of the Path of Savagery have accomplished this by taking a more feral and barbaric path with it, feeding in excess of blood and flesh recklessly and with little care for those they harm. &lt;br /&gt;
&lt;br /&gt;
Finally, those of the Path of Essence are those who follow their ambitions through subterfuge, manipulation, and using less barbaric ways of getting what they want. They seem more passive and almost friendly, but all for the guise of luring unsuspecting prey. &lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if sick. They start getting symptoms much like the common cold such as a runny nose, congestion, chills, a fever, red, itchy, or watery eyes, etc. They lose one rank of speed and strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling greater fatigue, muscle soreness, and all the above symptoms but mildly worsened. They start losing their appetite as well, but not enough to stop eating entirely. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth and all the previous effects but worse. Their skin pales further and their lack of appetite progresses. They lose two ranks of strength and speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling more muscle soreness, previous effects and also starts growing an aversion to sunlight. Their teeth also start sharpening a little, particularly at the canines. They also get a minor irritation to gold as if allergic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s eyes start to grow reddened but their loss of appetite lessens to more of an aversion to regular foods, the person now desiring meat, generally on the rarer side when cooked. They grow uncomfortable in sunlight as well. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s canines continue to grow, the whites of the eyes look less irritated and instead, the iris itself begins reddening around the edges. They feel weaker in sunlight and the nails of the cursed grow discolored and the nails become tougher. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is unhealthily pale and the redness takes over the entirety of the victim’s iris during the night. The nails start becoming blackened and more discolored over time and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[Vallah (Legacy)#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large. Vallah are creatures that prefer the night and possess large talons and fangs which they use to hunt their prey and to secure themselves blood. Many Vallah are either innocents turned in these raids or sycophants who hail from royal bloodlines, having used the curse to try and maintain a long, but cursed life.&lt;br /&gt;
&lt;br /&gt;
Holy fire, objects, and damage, [[gold]], and other weaknesses plague their daily lives, making using coinage a tedious task. With this in mind, most Vallah societies have forsaken these metals and tools for other more worthy items. The fallen goddess Ombra was the patron deity that protected them in her shadows, making the curse feel muted within it.&lt;br /&gt;
&lt;br /&gt;
Turning into a Vallah is not a pleasant experience, but rather a painful one. It feels when one begins to turn as if their eyes are burning and their bones are stretching. Their bodies break into feverish pitches, leaving them battered and wounded. It is during this time they also begin to learn to use their incisors to feed and properly drink the blood of their prey.&lt;br /&gt;
&lt;br /&gt;
The soul of the vallah which has turned is a curious anomaly. Unlike their Lycan counterparts, the Vallah curse has manifested itself as a part of the soul, becoming one with it and corrupting it into something more permanent to some degree. The soul of the Lesser Vallah is Crimson, while the Greater Vallah&#039;s is black, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah have very few mental changes, and the ones they have are minimal barring one or two more notable changes. They tend to no longer find interest in eating normal food and most of them do not like sunlight, taking to becoming nocturnal. Most notably, when around blood, they grow more aware of it and lose a modicum of focus on what they are doing to instead find or look at the source of the blood. This will not break concentration. Greater Vallahs find this same effect around Lesser Vallah&#039;s blood, but Lesser Vallahs are not drawn to other Lesser Vallah’s blood.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed. Greater Vallah are also known to feed on flesh, while both must draw blood. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails also extend into talons, no matter if it&#039;s day or night while their teeth grow sharper, particularly the fangs, and their skin grows parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles.&lt;br /&gt;
&lt;br /&gt;
Greater Vallah going down the Path of Essence does not suffer from Blood Starvation as other Greater Vallah do. Instead of starving for blood, they starve of the life force and energy of other creatures, becoming desperate to grapple with another sentient being to begin draining them. Oftentimes they will act irrationally in this attempt and will go after anyone nearby. If they do not gather the necessary essence from another person, they will grow weaker and weaker over the course of 24 OOC hours starting at the time they began to starve until they are so weak and fatigued they can barely get up and stumble around. &lt;br /&gt;
&lt;br /&gt;
Should the Vallah not feed or consume essence within the 24 OOC hours they are starving, they will begin aging rapidly to their true age and grow far more vicious or desperate. If they are 50 years older than their race’s original age, they will crumple and die within the next 10 emotes without sustenance. If they feed during this time, they will revert back to how they were before except 5 years older.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics &amp;amp; Lesser Vallahism==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;General:&lt;br /&gt;
*Vallah does not require food, water, etc. But they can still partake in the consummation of such without any benefits.&lt;br /&gt;
*Vallah nails are as tough as iron and can be extended at night. Blackened in color, these talons are difficult to break and a potent tool on lightly or unarmored individuals.&lt;br /&gt;
**Holy damage and weaponry are capable of clipping these nails, searing them off where cut. The talons will be regenerated upon feeding on an individual.&lt;br /&gt;
*Vallah has enhanced vision at night, able to see through it as if it were day.&lt;br /&gt;
*Vallah are vulnerable to holy fire, damage, relics, and [[gold]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah are immune to diseases and pathogens unless they specify otherwise.&lt;br /&gt;
*Creatures of the Night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures to fulfill their hunger. Blood from animals or stale blood up to 1 OOC hour out of the body does not work.&lt;br /&gt;
**Lesser vallah cannot feed on other vallah to sustain the curse, but greater vallah can sustain off of lesser.&lt;br /&gt;
*The spawn of Vallah has the potential of being Lesser Vallah too.&lt;br /&gt;
*Vallah cannot sleep.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah has a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tends to become less focused on anything but the scent and sight of the blood. They are drawn to it, but won’t necessarily go after the source of it. &lt;br /&gt;
**Their fangs grow, their eyes darken at the sclera, and the black of their nails crawl up their fingers, giving a more cruel appearance to the Vallah when in the presence of blood. They can also smell it easily if it&#039;s fresh and within twenty meters.&lt;br /&gt;
*All Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
;Lesser Vallahism:&lt;br /&gt;
*Have an extended lifespan of five times their base life. Vallah age normally until adulthood (18).&lt;br /&gt;
*Have canines that grow 1.5 times their usual length. They are constant unless at night, at which they can extend and retract at will.&lt;br /&gt;
*Lesser Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallahs are utterly crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two. stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*Lesser Vallah requires blood every two OOC weeks or suffers the effects of blood exhaustion. They must feed on a player character.&lt;br /&gt;
*Lesser Vallah eyes turn crimson at night, during the day they maintain their normal eye color unless they have fed on a player recently.&lt;br /&gt;
*During the night, Vallahs have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by 20, to a minimum of 1, but increases their speed and strength ranks by 1.&lt;br /&gt;
 &lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. Instead, they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing mild [2d6] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallahs have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat-like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth are sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallahs suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First-degree in the area affected.&lt;br /&gt;
**Turn 5: Second-degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third-degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallahs require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second-degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[index.php?title=Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=%3F%3F%3F&amp;diff=2559</id>
		<title>???</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=%3F%3F%3F&amp;diff=2559"/>
		<updated>2025-12-22T02:54:56Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|Undiscovered&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Whoops! Looks like whatever you are looking for has as of yet been undiscovered. This will likely change in the future, whether it is someone else finding it, or maybe even you! Don&#039;t fret though, everything will be filled out eventually, as long as strong minds and stout hearts win the day.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism_(Legacy)&amp;diff=2558</id>
		<title>Vallahism (Legacy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism_(Legacy)&amp;diff=2558"/>
		<updated>2025-12-22T02:49:20Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Welshei moved page Vallahism to Vallah (Legacy) without leaving a redirect: Legacy system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Races that can Contract Vallahism==&lt;br /&gt;
;Note, Polymorphing into races not listed while having the curse is not possible.&lt;br /&gt;
&lt;br /&gt;
*Humans&lt;br /&gt;
*Elves&lt;br /&gt;
*[[Orcs]]&lt;br /&gt;
*[[Races|Half-Breeds]] [Not [[Half Mer]]]&lt;br /&gt;
*[[Danakov]]&lt;br /&gt;
*[[Dwarves]]&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Satyr]]&lt;br /&gt;
*[[Dryads]]&lt;br /&gt;
*[[Skrayln]]&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably… die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
Vallah who ascend to Greater Vallahism has surpassed the reaches of the curse, turning it into something that is more than just a malignance on their body. Greater Vallahism manifests throughout their whole body, turning their blood black and giving them heightened strength and agility. It is at this point where their curse becomes visible constantly, as Greater Vallah are unafraid of those who are beneath them. Greater Vallahism also comes with three possible paths achievable. &lt;br /&gt;
&lt;br /&gt;
The Original Greater Vallah, those under the Path of Savagery, and those under the Path of Essence. Each is achieved through different feats. &lt;br /&gt;
&lt;br /&gt;
Original Greater Vallah tends to be those who pursue ambitions in a selfish, self-centered manner, caring little of those beneath them. &lt;br /&gt;
&lt;br /&gt;
Those of the Path of Savagery have accomplished this by taking a more feral and barbaric path with it, feeding in excess of blood and flesh recklessly and with little care for those they harm. &lt;br /&gt;
&lt;br /&gt;
Finally, those of the Path of Essence are those who follow their ambitions through subterfuge, manipulation, and using less barbaric ways of getting what they want. They seem more passive and almost friendly, but all for the guise of luring unsuspecting prey. &lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if sick. They start getting symptoms much like the common cold such as a runny nose, congestion, chills, a fever, red, itchy, or watery eyes, etc. They lose one rank of speed and strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling greater fatigue, muscle soreness, and all the above symptoms but mildly worsened. They start losing their appetite as well, but not enough to stop eating entirely. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth and all the previous effects but worse. Their skin pales further and their lack of appetite progresses. They lose two ranks of strength and speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling more muscle soreness, previous effects and also starts growing an aversion to sunlight. Their teeth also start sharpening a little, particularly at the canines. They also get a minor irritation to gold as if allergic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s eyes start to grow reddened but their loss of appetite lessens to more of an aversion to regular foods, the person now desiring meat, generally on the rarer side when cooked. They grow uncomfortable in sunlight as well. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s canines continue to grow, the whites of the eyes look less irritated and instead, the iris itself begins reddening around the edges. They feel weaker in sunlight and the nails of the cursed grow discolored and the nails become tougher. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is unhealthily pale and the redness takes over the entirety of the victim’s iris during the night. The nails start becoming blackened and more discolored over time and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large. Vallah are creatures that prefer the night and possess large talons and fangs which they use to hunt their prey and to secure themselves blood. Many Vallah are either innocents turned in these raids or sycophants who hail from royal bloodlines, having used the curse to try and maintain a long, but cursed life.&lt;br /&gt;
&lt;br /&gt;
Holy fire, objects, and damage, [[gold]], and other weaknesses plague their daily lives, making using coinage a tedious task. With this in mind, most Vallah societies have forsaken these metals and tools for other more worthy items. The fallen goddess Ombra was the patron deity that protected them in her shadows, making the curse feel muted within it.&lt;br /&gt;
&lt;br /&gt;
Turning into a Vallah is not a pleasant experience, but rather a painful one. It feels when one begins to turn as if their eyes are burning and their bones are stretching. Their bodies break into feverish pitches, leaving them battered and wounded. It is during this time they also begin to learn to use their incisors to feed and properly drink the blood of their prey.&lt;br /&gt;
&lt;br /&gt;
The soul of the vallah which has turned is a curious anomaly. Unlike their Lycan counterparts, the Vallah curse has manifested itself as a part of the soul, becoming one with it and corrupting it into something more permanent to some degree. The soul of the Lesser Vallah is Crimson, while the Greater Vallah&#039;s is black, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah have very few mental changes, and the ones they have are minimal barring one or two more notable changes. They tend to no longer find interest in eating normal food and most of them do not like sunlight, taking to becoming nocturnal. Most notably, when around blood, they grow more aware of it and lose a modicum of focus on what they are doing to instead find or look at the source of the blood. This will not break concentration. Greater Vallahs find this same effect around Lesser Vallah&#039;s blood, but Lesser Vallahs are not drawn to other Lesser Vallah’s blood.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed. Greater Vallah are also known to feed on flesh, while both must draw blood. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails also extend into talons, no matter if it&#039;s day or night while their teeth grow sharper, particularly the fangs, and their skin grows parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles.&lt;br /&gt;
&lt;br /&gt;
Greater Vallah going down the Path of Essence does not suffer from Blood Starvation as other Greater Vallah do. Instead of starving for blood, they starve of the life force and energy of other creatures, becoming desperate to grapple with another sentient being to begin draining them. Oftentimes they will act irrationally in this attempt and will go after anyone nearby. If they do not gather the necessary essence from another person, they will grow weaker and weaker over the course of 24 OOC hours starting at the time they began to starve until they are so weak and fatigued they can barely get up and stumble around. &lt;br /&gt;
&lt;br /&gt;
Should the Vallah not feed or consume essence within the 24 OOC hours they are starving, they will begin aging rapidly to their true age and grow far more vicious or desperate. If they are 50 years older than their race’s original age, they will crumple and die within the next 10 emotes without sustenance. If they feed during this time, they will revert back to how they were before except 5 years older.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics &amp;amp; Lesser Vallahism==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;General:&lt;br /&gt;
*Vallah does not require food, water, etc. But they can still partake in the consummation of such without any benefits.&lt;br /&gt;
*Vallah nails are as tough as iron and can be extended at night. Blackened in color, these talons are difficult to break and a potent tool on lightly or unarmored individuals.&lt;br /&gt;
**Holy damage and weaponry are capable of clipping these nails, searing them off where cut. The talons will be regenerated upon feeding on an individual.&lt;br /&gt;
*Vallah has enhanced vision at night, able to see through it as if it were day.&lt;br /&gt;
*Vallah are vulnerable to holy fire, damage, relics, and [[gold]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah are immune to diseases and pathogens unless they specify otherwise.&lt;br /&gt;
*Creatures of the Night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures to fulfill their hunger. Blood from animals or stale blood up to 1 OOC hour out of the body does not work.&lt;br /&gt;
**Lesser vallah cannot feed on other vallah to sustain the curse, but greater vallah can sustain off of lesser.&lt;br /&gt;
*The spawn of Vallah has the potential of being Lesser Vallah too.&lt;br /&gt;
*Vallah cannot sleep.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah has a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tends to become less focused on anything but the scent and sight of the blood. They are drawn to it, but won’t necessarily go after the source of it. &lt;br /&gt;
**Their fangs grow, their eyes darken at the sclera, and the black of their nails crawl up their fingers, giving a more cruel appearance to the Vallah when in the presence of blood. They can also smell it easily if it&#039;s fresh and within twenty meters.&lt;br /&gt;
*All Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
;Lesser Vallahism:&lt;br /&gt;
*Have an extended lifespan of five times their base life. Vallah age normally until adulthood (18).&lt;br /&gt;
*Have canines that grow 1.5 times their usual length. They are constant unless at night, at which they can extend and retract at will.&lt;br /&gt;
*Lesser Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallahs are utterly crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two. stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*Lesser Vallah requires blood every two OOC weeks or suffers the effects of blood exhaustion. They must feed on a player character.&lt;br /&gt;
*Lesser Vallah eyes turn crimson at night, during the day they maintain their normal eye color unless they have fed on a player recently.&lt;br /&gt;
*During the night, Vallahs have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by 20, to a minimum of 1, but increases their speed and strength ranks by 1.&lt;br /&gt;
 &lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. Instead, they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing mild [2d6] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallahs have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat-like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth are sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallahs suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First-degree in the area affected.&lt;br /&gt;
**Turn 5: Second-degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third-degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallahs require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second-degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2557</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2557"/>
		<updated>2025-12-22T02:39:07Z</updated>

		<summary type="html">&lt;p&gt;Welshei: /* Build-A-Bat Traits */  Addded ∞ to Enduring Stamina for more consistent cost size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause. All traits taken from this system must be noted in the character profile of the character who uses it.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[The Vallah#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
***Feeding in combat takes one turn to drink half a pint of blood. This regenerates 3 HP per half pint taken.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out. Each level of vallahism is only able to manifest a certain amount of traits, be they good bad or otherwise before the body struggles to stay together. Certain traits are excluded from this and are specified within the trait itself. When a vallah evolves into the next tier, they are capable of modifying their existing curse freely only once when it occurs. Vallah MUST take one negative sun trait unless they take the daywalker trait.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
** 6 Traits&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
** 8 Traits&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
** 10 Traits&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1VdMviylXU8eL8v7xGM_azjXhpwm0x7Cic10xycI7nZ4/edit?gid=0#gid=0 Build-A-Bat Perk Calculator]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Sun Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +1&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Shadowsbane || The vallah curse is actively suppressed by darkness. While not within any source of bright or dim light, the vallah loses all of their positive traits granted by the curse, and they act as if they are within direct sunlight (without any sun traits). They are also unable to gain nourishment from feeding. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Moonburn || The vallah is actively harmed by moonlight itself, as the curse twists against them. When exposed to moonlight, the vallah loses 3 HP per turn, and cannot regenerate in any fashion besides feeding during the same turn they took damage from this trait. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Sluggish Gait || The vallah seems to stick to everything as if the world itself tries to keep them down. They lose 1 rank of speed. This trait is mutually exclusive with accursed strength. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sloppy || The vallah cannot seem to feed properly for any variety of reason, and requires double the amount of blood normally required in order to be properly satiated. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Encroaching Darkness || The vallah loses all traits, abilities and spells that grant them dark vision regardless of source. Any darkvision buffs also do not work on the vallah. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. This trait does not count toward the trait point total. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. This trait does not count toward the trait point total. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. This trait does not count toward the trait point total. || 0/∞&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
==Curing Vallahism==&lt;br /&gt;
Curing vallahism is not an easy practice, but does have multiple routes. Despite the many potential ways to do it, the symptoms of being cured lead the same way in the end. For 3 OOC days, the vallah suffers from an intense pain that radiates across their entire body that cannot be sedated or mitigated, and they cough up and expel the curse through unsavory bodily functions. This prevents them from being in combat entirely. After the time has passed and the immense suffering that is required, they are cured of vallahism and cannot contract it again for 1 OOC month. Should they intentionally attempt to do so, their body will perish in the attempt.&lt;br /&gt;
&lt;br /&gt;
Divinity&lt;br /&gt;
*Using specific abilities with the old power of the divines vallahism was capable of being cured.&lt;br /&gt;
&lt;br /&gt;
Origin Magic&lt;br /&gt;
*Using the old method of a legendary plant alongside healing spells, vallahism was capable of being cured.&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
*As of now, there is no direct method of curing vallahism besides the old magics.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[index.php?title=Category:Curse]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Revival_System&amp;diff=2544</id>
		<title>Revival System</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Revival_System&amp;diff=2544"/>
		<updated>2025-11-13T22:28:04Z</updated>

		<summary type="html">&lt;p&gt;Welshei: /* Death and Revival */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Death and Revival=&lt;br /&gt;
&lt;br /&gt;
Once, dying in the multiverse was not the most difficult of feats to accomplish for mortal beings. It was something that could have been achieved by the smallest step in the wrong direction - or by facing the terror of the unknown head-on. Now, dying is still not the most difficult thing, but the rules of how it works are vastly different within the fracture.&lt;br /&gt;
&lt;br /&gt;
Once, revivals were a simple, yet fickle thing. Though often possible by means other than the fallen divine, no other route of revival was more reliable than that of the Ascended, Arvora’s chosen which led a life of virtue to uphold her holy tenants, and revived the deceased who&#039;s death had come before their true time.&lt;br /&gt;
&lt;br /&gt;
Yet now, there is no [[Arvora]], no [[Arvora&#039;s Ascended|Ascended]] to bring back the dead, and even more so, the rules of revival have changed in this new world we have found ourselves in. Now, the soul lingers with the lack of the true concept of death holding it up, as the fallen god [[Morto]] once did.&lt;br /&gt;
&lt;br /&gt;
==OOC Rules==&lt;br /&gt;
&lt;br /&gt;
*When a person is killed, the soul will detach from the body. Until the body itself is healed or a willing host is found, the person will stay dead and cannot be revived. &lt;br /&gt;
**There is no maximum or minimum timer for this. &lt;br /&gt;
***In order for the soul to make a body come to (or back to) life, it must be in immaculate condition, with the only variable being that it is not currently housing a soul. This process is instantaneous when it occurs.&lt;br /&gt;
*If a character joins [[The Lost|the lost]], their soul is reverted back to infancy and loses all of its personality, memories and being, effectively becoming a clean slate. While one can eventually acknowledge and piece together some of who they were, most of it is lost forever, and the person they are now will never become who they were once before.&lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
The soul of a living being is connected to the body by unseen forces known as “tethers”. These tethers extend from the soul and root it within a body in order to provide life to the being. When living things are injured, the tethers that connect the soul to the body are weakened. When the tethers that connect the soul to the body are severed, death occurs.&lt;br /&gt;
When death occurs, the soul drifts up out of the body, and lingers nearby until it is either revived, a new host is found, or someone manages to manipulate or guide it somewhere else.&lt;br /&gt;
&lt;br /&gt;
==Memory Penalties==&lt;br /&gt;
When a soul is placed into a body after death, all memories associated with the death automatically become blurry. This blurring cannot be prevented/undone.&lt;br /&gt;
The character will not be able to figure out who killed them from these memories, but will still vaguely remember how they died.&lt;br /&gt;
This blurred memory is traumatic and will result one or more of the following:&lt;br /&gt;
Phantom Pains&lt;br /&gt;
Phobias/Fears&lt;br /&gt;
Nightmares/Trouble Sleeping&lt;br /&gt;
&lt;br /&gt;
If a soul is placed into a new body that is not their own, they suffer from the bodies inability to possess the muscle memory and practice they once used to. As a result, they are not nearly as skilled for the first OOC week of their revival, and many of their original skills will need to be re-trained in the body, albeit in a far shorter duration then originally learning.&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2543</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2543"/>
		<updated>2025-11-13T21:51:44Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Removed link to Guilds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;BlueMap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&amp;lt;iframe key=&amp;quot;atnr.uk&amp;quot; level=&amp;quot;dmape&amp;quot; path=&amp;quot;&amp;quot; height=&amp;quot;500&amp;quot; width=&amp;quot;90%&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Server IP:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Official Discord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;ptd.atnr.uk&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Icon-Discord.png|20px|center|link=https://discord.gg/5yvemBFaXM]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|{{WelcometoWiki}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria|Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock]]&lt;br /&gt;
*[[Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria]]&lt;br /&gt;
**[[Outer Realms]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts]]&lt;br /&gt;
*[[Beyond the Fracture#traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[Magecraft: The Simulacrum|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Alchemy System]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries]]&lt;br /&gt;
*[[Airship Mechanics]]&lt;br /&gt;
*[[DM&#039;s Guide &amp;amp; Regulations for Dummies]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Old Lore]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[https://wiki.ephimoria.com/index.php?title=The_Vallah#Build-A-Bat Build-A-Bat]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|Included: Fangs, ears, wings? The newest lore system to customise your Vallah!&lt;br /&gt;
&#039;&#039;(Blood not included)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2542</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2542"/>
		<updated>2025-11-13T21:46:31Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Removed link to Races Blood &amp;amp; Essence Chart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;BlueMap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&amp;lt;iframe key=&amp;quot;atnr.uk&amp;quot; level=&amp;quot;dmape&amp;quot; path=&amp;quot;&amp;quot; height=&amp;quot;500&amp;quot; width=&amp;quot;90%&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Server IP:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Official Discord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;ptd.atnr.uk&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Icon-Discord.png|20px|center|link=https://discord.gg/5yvemBFaXM]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|{{WelcometoWiki}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria|Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock]]&lt;br /&gt;
*[[Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria]]&lt;br /&gt;
**[[Outer Realms]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Guilds]]&lt;br /&gt;
*[[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts]]&lt;br /&gt;
*[[Beyond the Fracture#traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[Magecraft: The Simulacrum|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Alchemy System]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries]]&lt;br /&gt;
*[[Airship Mechanics]]&lt;br /&gt;
*[[DM&#039;s Guide &amp;amp; Regulations for Dummies]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Old Lore]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[https://wiki.ephimoria.com/index.php?title=The_Vallah#Build-A-Bat Build-A-Bat]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|Included: Fangs, ears, wings? The newest lore system to customise your Vallah!&lt;br /&gt;
&#039;&#039;(Blood not included)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2541</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2541"/>
		<updated>2025-11-13T21:28:59Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Changed bluemap dimensions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;BlueMap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&amp;lt;iframe key=&amp;quot;atnr.uk&amp;quot; level=&amp;quot;dmape&amp;quot; path=&amp;quot;&amp;quot; height=&amp;quot;500&amp;quot; width=&amp;quot;90%&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Server IP:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Official Discord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;ptd.atnr.uk&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Icon-Discord.png|20px|center|link=https://discord.gg/5yvemBFaXM]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|{{WelcometoWiki}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria|Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock]]&lt;br /&gt;
*[[Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria]]&lt;br /&gt;
**[[Outer Realms]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Guilds]]&lt;br /&gt;
*[[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts]]&lt;br /&gt;
*[[Beyond the Fracture#traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[Magecraft: The Simulacrum|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Alchemy System]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries]]&lt;br /&gt;
*[[Races Blood &amp;amp; Essence Chart]]&lt;br /&gt;
*[[Airship Mechanics]]&lt;br /&gt;
*[[DM&#039;s Guide &amp;amp; Regulations for Dummies]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Old Lore]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[https://wiki.ephimoria.com/index.php?title=The_Vallah#Build-A-Bat Build-A-Bat]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|Included: Fangs, ears, wings? The newest lore system to customise your Vallah!&lt;br /&gt;
&#039;&#039;(Blood not included)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2540</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2540"/>
		<updated>2025-11-13T21:28:17Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Added link to new old lore page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;BlueMap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&amp;lt;iframe key=&amp;quot;atnr.uk&amp;quot; level=&amp;quot;dmape&amp;quot; path=&amp;quot;&amp;quot; height=&amp;quot;550&amp;quot; width=&amp;quot;92.5%&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Server IP:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Official Discord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;ptd.atnr.uk&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Icon-Discord.png|20px|center|link=https://discord.gg/5yvemBFaXM]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|{{WelcometoWiki}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria|Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock]]&lt;br /&gt;
*[[Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria]]&lt;br /&gt;
**[[Outer Realms]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Guilds]]&lt;br /&gt;
*[[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts]]&lt;br /&gt;
*[[Beyond the Fracture#traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[Magecraft: The Simulacrum|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Alchemy System]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries]]&lt;br /&gt;
*[[Races Blood &amp;amp; Essence Chart]]&lt;br /&gt;
*[[Airship Mechanics]]&lt;br /&gt;
*[[DM&#039;s Guide &amp;amp; Regulations for Dummies]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Old Lore]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[https://wiki.ephimoria.com/index.php?title=The_Vallah#Build-A-Bat Build-A-Bat]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|Included: Fangs, ears, wings? The newest lore system to customise your Vallah!&lt;br /&gt;
&#039;&#039;(Blood not included)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Old_Lore&amp;diff=2539</id>
		<title>Old Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Old_Lore&amp;diff=2539"/>
		<updated>2025-11-13T21:24:57Z</updated>

		<summary type="html">&lt;p&gt;Welshei: New page to seperate old lore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Old Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;| Lost Knowledge !! [[The Lost Realms]]!! [[The Fallen Forces]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timeline of Aethier|Before the End]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Old World]]&lt;br /&gt;
*[[The Lost Continents]]&lt;br /&gt;
*[[The Lost Dimensions]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Lost Pantheon]]&lt;br /&gt;
*[[Greater Demons]]&lt;br /&gt;
*[[Elder Dragons]]&lt;br /&gt;
*[[Archfey]]&lt;br /&gt;
*[[Vaya Lords]]&lt;br /&gt;
*[[The Fallen Forces#aura|Aura]]&lt;br /&gt;
*[[The Fallen Forces#mana|Mana]]&lt;br /&gt;
*[[The Fallen Forces#shakti|Shakti]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2538</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2538"/>
		<updated>2025-11-13T21:11:38Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Changed featured article description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;BlueMap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&amp;lt;iframe key=&amp;quot;atnr.uk&amp;quot; level=&amp;quot;dmape&amp;quot; path=&amp;quot;&amp;quot; height=&amp;quot;550&amp;quot; width=&amp;quot;92.5%&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Server IP:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Official Discord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;ptd.atnr.uk&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Icon-Discord.png|20px|center|link=https://discord.gg/5yvemBFaXM]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|{{WelcometoWiki}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria|Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock]]&lt;br /&gt;
*[[Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria]]&lt;br /&gt;
**[[Outer Realms]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Guilds]]&lt;br /&gt;
*[[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts]]&lt;br /&gt;
*[[Beyond the Fracture#traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[Magecraft: The Simulacrum|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Old Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;| Lost Knowledge !! [[The Lost Realms]]!! [[The Fallen Forces]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timeline of Aethier|Before the End]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Old World]]&lt;br /&gt;
*[[The Lost Continents]]&lt;br /&gt;
*[[The Lost Dimensions]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Lost Pantheon]]&lt;br /&gt;
*[[Greater Demons]]&lt;br /&gt;
*[[Elder Dragons]]&lt;br /&gt;
*[[Archfey]]&lt;br /&gt;
*[[Vaya Lords]]&lt;br /&gt;
*[[The Fallen Forces#aura|Aura]]&lt;br /&gt;
*[[The Fallen Forces#mana|Mana]]&lt;br /&gt;
*[[The Fallen Forces#shakti|Shakti]]&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Alchemy System]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries]]&lt;br /&gt;
*[[Races Blood &amp;amp; Essence Chart]]&lt;br /&gt;
*[[Airship Mechanics]]&lt;br /&gt;
*[[DM&#039;s Guide &amp;amp; Regulations for Dummies]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[https://wiki.ephimoria.com/index.php?title=The_Vallah#Build-A-Bat Build-A-Bat]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|Included: Fangs, ears, wings? The newest lore system to customise your Vallah!&lt;br /&gt;
&#039;&#039;(Blood not included)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2537</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2537"/>
		<updated>2025-11-13T21:05:39Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Added Build-a-Bat to featured article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;BlueMap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&amp;lt;iframe key=&amp;quot;atnr.uk&amp;quot; level=&amp;quot;dmape&amp;quot; path=&amp;quot;&amp;quot; height=&amp;quot;550&amp;quot; width=&amp;quot;92.5%&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Server IP:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Official Discord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;ptd.atnr.uk&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Icon-Discord.png|20px|center|link=https://discord.gg/5yvemBFaXM]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|{{WelcometoWiki}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria|Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock]]&lt;br /&gt;
*[[Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria]]&lt;br /&gt;
**[[Outer Realms]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Guilds]]&lt;br /&gt;
*[[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts]]&lt;br /&gt;
*[[Beyond the Fracture#traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[Magecraft: The Simulacrum|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Old Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;| Lost Knowledge !! [[The Lost Realms]]!! [[The Fallen Forces]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timeline of Aethier|Before the End]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Old World]]&lt;br /&gt;
*[[The Lost Continents]]&lt;br /&gt;
*[[The Lost Dimensions]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Lost Pantheon]]&lt;br /&gt;
*[[Greater Demons]]&lt;br /&gt;
*[[Elder Dragons]]&lt;br /&gt;
*[[Archfey]]&lt;br /&gt;
*[[Vaya Lords]]&lt;br /&gt;
*[[The Fallen Forces#aura|Aura]]&lt;br /&gt;
*[[The Fallen Forces#mana|Mana]]&lt;br /&gt;
*[[The Fallen Forces#shakti|Shakti]]&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Alchemy System]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries]]&lt;br /&gt;
*[[Races Blood &amp;amp; Essence Chart]]&lt;br /&gt;
*[[Airship Mechanics]]&lt;br /&gt;
*[[DM&#039;s Guide &amp;amp; Regulations for Dummies]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[https://wiki.ephimoria.com/index.php?title=The_Vallah#Build-A-Bat Build-A-Bat]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|The basic guide to help you make a character, understand some basic commands, and get into the world of Ephimoria!&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Lore_Calendar&amp;diff=2536</id>
		<title>Lore Calendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Lore_Calendar&amp;diff=2536"/>
		<updated>2025-11-13T00:45:31Z</updated>

		<summary type="html">&lt;p&gt;Welshei: /* Aging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Aging==&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;This is a base-line aging method that everyone does not have to follow. Players are permitted to follow their own aging pattern if they would prefer their characters to age at different times, however the main systems will follow these rules.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*One OOC Day = 12 Days or 1 Sept&lt;br /&gt;
*One OOC Week = 3 Months or 1 Mense&lt;br /&gt;
*One OOC Month = 1 Year or 1 Tsel&lt;br /&gt;
*One OOC Year = 1 Cycle&lt;br /&gt;
*Two OOC Years = 1 Era&lt;br /&gt;
&lt;br /&gt;
==Seasons==&lt;br /&gt;
&lt;br /&gt;
Seasons in Ephimoria generally follow the OOC seasons of the northern hemisphere. They also line up with our OOC seasons (GMT).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
===Days - Two Hours===&lt;br /&gt;
Days in Ephimoria happen every two hours (GMT). The IC names of each day are as follows;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;[12:00am - 1:59am] 1:&amp;lt;/span&amp;gt; First&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;[2:00am - 3:59am] 2:&amp;lt;/span&amp;gt; Second&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;[4:00am - 5:59am] 3:&amp;lt;/span&amp;gt; Third&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;[6:00am - 7:59am] 4:&amp;lt;/span&amp;gt; Fourth&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;[8:00am - 9:59am] 5:&amp;lt;/span&amp;gt; Fifth&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;[10:00am - 11:59am] 6:&amp;lt;/span&amp;gt; Sixth&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;[12:00pm - 1:59pm] 7:&amp;lt;/span&amp;gt; Seventh&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;[2:00pm - 3:59pm] 8:&amp;lt;/span&amp;gt; Eighth&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;[4:00pm - 5:59pm] 9:&amp;lt;/span&amp;gt; Ninth&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;[6:00pm - 7:59pm] 10:&amp;lt;/span&amp;gt; Tenth&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;[8:00pm - 9:59pm] 11:&amp;lt;/span&amp;gt; Eleventh&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;[10:00pm - 11:59pm] 12:&amp;lt;/span&amp;gt; Twelfth&lt;br /&gt;
&lt;br /&gt;
===Septs - One Day===&lt;br /&gt;
Septs in Ephimoria line up with our OOC day. Each sept is made up of 12 IC days. The Sept names are as follows;&lt;br /&gt;
&lt;br /&gt;
*1: Monsept&lt;br /&gt;
*2: Tuesept&lt;br /&gt;
*3: Wensept&lt;br /&gt;
*4: Thursept&lt;br /&gt;
*5: Frisept&lt;br /&gt;
*6: Satursept&lt;br /&gt;
*7: Sunsept&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
===Mense - One Week===&lt;br /&gt;
Mense in Ephimoria line up with the corresponding OOC weeks in the month. Mense will usually end on a Sunsept except for the final mense of the tsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example: January&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1st - 6th = First Mense&lt;br /&gt;
&lt;br /&gt;
7th - 13th = Second Mense&lt;br /&gt;
&lt;br /&gt;
14th - 20th = Third Mense&lt;br /&gt;
&lt;br /&gt;
21st - 31st = Fourth Mense&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
===Tsel - One Month===&lt;br /&gt;
Tsels, or Years in Ephimoria line up with our OOC months. The IC names of each year are as follows;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;January:&amp;lt;/span&amp;gt; Glacies&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;February:&amp;lt;/span&amp;gt; Amaries&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;March:&amp;lt;/span&amp;gt; Leerily&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;April:&amp;lt;/span&amp;gt; Pluvily&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;May:&amp;lt;/span&amp;gt; Fonily&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;June:&amp;lt;/span&amp;gt; Arimber&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;July:&amp;lt;/span&amp;gt; Cladimber&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;August:&amp;lt;/span&amp;gt; Simber&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;September:&amp;lt;/span&amp;gt; Altrina&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;October:&amp;lt;/span&amp;gt; Folina&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;November:&amp;lt;/span&amp;gt; Mortina&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#3CEB8C&amp;quot;&amp;gt;December:&amp;lt;/span&amp;gt; Hiberies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Era - Two Years===&lt;br /&gt;
A new Era occurs once every 2 OOC years or 24 months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whilst Exodus have known to occur on the dawning of a new era, they are not a certain event.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Due to the extreme effects of the fracture, the before and after Exodus [BE/AE] has been retired in favor of before Fracture [BF] and after Fracture [AF]. In addition, the before Fracture calendar will count to 1, and the further into the past you go, the number will increase. If the date given is 15 years before the fracture, it will be known as 15 B.F. If it is 50, it is 50 B.F, and so on. After Fracture counts from 0 onwards as normal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Calendar Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thursday, August 1st, 2019 at 5:00pm [GMT] = Ninth of Thursept, First Mense of Simber, Five B.E. [before Exodus] Fourth Era&lt;br /&gt;
&lt;br /&gt;
Sunday, May 24th, 2020 at 10:00am [GMT] = Sixth of Sunsept, Fourth Mense of Fonily, Five A.E. [After Exodus] Fifth Era&lt;br /&gt;
&lt;br /&gt;
Wednesday. June 8th, 2022 at 8:00pm [GMT] = Eleventh of Wensept, Second Mense of Arimber, Eighteen A.E. [After Exodus] Sixth Era&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
{{LostKnowledgeBar}}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2535</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2535"/>
		<updated>2025-11-12T21:24:42Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Dynmap &amp;gt; BlueMap, Scales with screen size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;BlueMap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&amp;lt;iframe key=&amp;quot;atnr.uk&amp;quot; level=&amp;quot;dmape&amp;quot; path=&amp;quot;&amp;quot; height=&amp;quot;550&amp;quot; width=&amp;quot;92.5%&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Server IP:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Official Discord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;ptd.atnr.uk&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Icon-Discord.png|20px|center|link=https://discord.gg/5yvemBFaXM]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|{{WelcometoWiki}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria|Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock]]&lt;br /&gt;
*[[Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria]]&lt;br /&gt;
**[[Outer Realms]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Guilds]]&lt;br /&gt;
*[[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts]]&lt;br /&gt;
*[[Beyond the Fracture#traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[Magecraft: The Simulacrum|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Old Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;| Lost Knowledge !! [[The Lost Realms]]!! [[The Fallen Forces]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timeline of Aethier|Before the End]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Old World]]&lt;br /&gt;
*[[The Lost Continents]]&lt;br /&gt;
*[[The Lost Dimensions]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Lost Pantheon]]&lt;br /&gt;
*[[Greater Demons]]&lt;br /&gt;
*[[Elder Dragons]]&lt;br /&gt;
*[[Archfey]]&lt;br /&gt;
*[[Vaya Lords]]&lt;br /&gt;
*[[The Fallen Forces#aura|Aura]]&lt;br /&gt;
*[[The Fallen Forces#mana|Mana]]&lt;br /&gt;
*[[The Fallen Forces#shakti|Shakti]]&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Alchemy System]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries]]&lt;br /&gt;
*[[Races Blood &amp;amp; Essence Chart]]&lt;br /&gt;
*[[Airship Mechanics]]&lt;br /&gt;
*[[DM&#039;s Guide &amp;amp; Regulations for Dummies]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[[Official Newcomer Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|The basic guide to help you make a character, understand some basic commands, and get into the world of Ephimoria!&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2534</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2534"/>
		<updated>2025-11-12T17:13:45Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Updated main page dynmap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Dynmap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&amp;lt;iframe key=&amp;quot;atnr.uk&amp;quot; level=&amp;quot;dmape&amp;quot; path=&amp;quot;&amp;quot; height=&amp;quot;500&amp;quot; width=&amp;quot;800&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Server IP:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Official Discord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;ptd.atnr.uk&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Icon-Discord.png|20px|center|link=https://discord.gg/5yvemBFaXM]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|{{WelcometoWiki}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria|Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock]]&lt;br /&gt;
*[[Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria]]&lt;br /&gt;
**[[Outer Realms]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Guilds]]&lt;br /&gt;
*[[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts]]&lt;br /&gt;
*[[Beyond the Fracture#traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[Magecraft: The Simulacrum|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Old Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;| Lost Knowledge !! [[The Lost Realms]]!! [[The Fallen Forces]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timeline of Aethier|Before the End]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Old World]]&lt;br /&gt;
*[[The Lost Continents]]&lt;br /&gt;
*[[The Lost Dimensions]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Lost Pantheon]]&lt;br /&gt;
*[[Greater Demons]]&lt;br /&gt;
*[[Elder Dragons]]&lt;br /&gt;
*[[Archfey]]&lt;br /&gt;
*[[Vaya Lords]]&lt;br /&gt;
*[[The Fallen Forces#aura|Aura]]&lt;br /&gt;
*[[The Fallen Forces#mana|Mana]]&lt;br /&gt;
*[[The Fallen Forces#shakti|Shakti]]&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Alchemy System]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries]]&lt;br /&gt;
*[[Races Blood &amp;amp; Essence Chart]]&lt;br /&gt;
*[[Airship Mechanics]]&lt;br /&gt;
*[[DM&#039;s Guide &amp;amp; Regulations for Dummies]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[[Official Newcomer Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|The basic guide to help you make a character, understand some basic commands, and get into the world of Ephimoria!&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2532</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2532"/>
		<updated>2025-11-12T16:29:45Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Added a link to the new build-a-bat calculator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause. All traits taken from this system must be noted in the character profile of the character who uses it.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1VdMviylXU8eL8v7xGM_azjXhpwm0x7Cic10xycI7nZ4/edit?gid=0#gid=0 Build-A-Bat Perk Calculator]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2282</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2282"/>
		<updated>2024-11-14T14:12:41Z</updated>

		<summary type="html">&lt;p&gt;Welshei: &lt;/p&gt;
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|style=&amp;quot;text-align:center|&amp;lt;iframe key=&amp;quot;atnr.uk&amp;quot; level=&amp;quot;dmape&amp;quot; path=&amp;quot;?worldname=Ephimoria6&amp;amp;mapname=surface&amp;amp;zoom=5&amp;amp;x=-23&amp;amp;y=64&amp;amp;z=-584&amp;quot; height=&amp;quot;400&amp;quot; width=&amp;quot;400&amp;quot;/&amp;gt;&lt;br /&gt;
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{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|{{WelcometoWiki}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
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!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria|Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock]]&lt;br /&gt;
*[[Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria]]&lt;br /&gt;
**[[Outer Realms]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Guilds]]&lt;br /&gt;
*[[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts]]&lt;br /&gt;
*[[Beyond the Fracture#traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[???|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
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!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Old Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;| Lost Knowledge !! [[The Lost Realms]]!! [[The Fallen Forces]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timeline of Aethier|Before the End]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Old World]]&lt;br /&gt;
*[[The Lost Continents]]&lt;br /&gt;
*[[The Lost Dimensions]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Lost Pantheon]]&lt;br /&gt;
*[[Greater Demons]]&lt;br /&gt;
*[[Elder Dragons]]&lt;br /&gt;
*[[Archfey]]&lt;br /&gt;
*[[Vaya Lords]]&lt;br /&gt;
*[[The Fallen Forces#aura|Aura]]&lt;br /&gt;
*[[The Fallen Forces#mana|Mana]]&lt;br /&gt;
*[[The Fallen Forces#shakti|Shakti]]&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Damage Types]]&lt;br /&gt;
*[[Strength &amp;amp; Speed Ranks|Strength &amp;amp; Speed Ranks]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries]]&lt;br /&gt;
*[[Races Blood &amp;amp; Essence Chart]]&lt;br /&gt;
*[[Airship Mechanics]]&lt;br /&gt;
*[[DM&#039;s Guide &amp;amp; Regulations for Dummies]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[[Official Newcomer Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|The basic guide to help you make a character, understand some basic commands, and get into the world of Ephimoria!&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2281</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2281"/>
		<updated>2024-11-14T13:07:46Z</updated>

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{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
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!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
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| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria|Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock]]&lt;br /&gt;
*[[Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria]]&lt;br /&gt;
**[[Outer Realms]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Guilds]]&lt;br /&gt;
*[[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts]]&lt;br /&gt;
*[[Beyond the Fracture#traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[???|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Old Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;| Lost Knowledge !! [[The Lost Realms]]!! [[The Fallen Forces]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timeline of Aethier|Before the End]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Old World]]&lt;br /&gt;
*[[The Lost Continents]]&lt;br /&gt;
*[[The Lost Dimensions]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Lost Pantheon]]&lt;br /&gt;
*[[Greater Demons]]&lt;br /&gt;
*[[Elder Dragons]]&lt;br /&gt;
*[[Archfey]]&lt;br /&gt;
*[[Vaya Lords]]&lt;br /&gt;
*[[The Fallen Forces#aura|Aura]]&lt;br /&gt;
*[[The Fallen Forces#mana|Mana]]&lt;br /&gt;
*[[The Fallen Forces#shakti|Shakti]]&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Damage Types]]&lt;br /&gt;
*[[Strength &amp;amp; Speed Ranks|Strength &amp;amp; Speed Ranks]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries]]&lt;br /&gt;
*[[Races Blood &amp;amp; Essence Chart]]&lt;br /&gt;
*[[Airship Mechanics]]&lt;br /&gt;
*[[DM&#039;s Guide &amp;amp; Regulations for Dummies]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[[Official Newcomer Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|The basic guide to help you make a character, understand some basic commands, and get into the world of Ephimoria!&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Damage_Types_%26_Mitigation&amp;diff=2280</id>
		<title>Damage Types &amp; Mitigation</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Damage_Types_%26_Mitigation&amp;diff=2280"/>
		<updated>2024-11-10T00:48:03Z</updated>

		<summary type="html">&lt;p&gt;Welshei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Weapon Types===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Ephimoria has several weapon types. Though often equivalent in many ways, some weapons and abilities are unique, and are listed here for viewing at any time. Weapons deal varying damage depending on several factors, and are also listed below.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
(This table is a stub, you can help by adding to it!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Two-Handed !! Damage Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Sword || 1d8 || 1d10 || Slashing/Piercing  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Axe || 1d6 || 1d8 || Slashing || Throwable (10)&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 1d6 || 1d8 || Piercing  || Reach (2) Throwable (10)&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 1d6 || 1d8 || Impact || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Improvised || 1d4 || N/A || Dependent || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Crossbows || 1d10 || N/A || Piercing || Ranged (30), 1 action Reload&lt;br /&gt;
|-&lt;br /&gt;
| Bows || 1d6 || N/A || Piercing || Ranged (30)&lt;br /&gt;
|-&lt;br /&gt;
| Daggers || 1d4 || N/A || N/A || Ranged (12)&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || 1d2 || N/A || Impact || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Mitigation===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Damage Mitigation covers all forms of damage reduction. The simplest forms of mitigation come from equipment or the nimbleness of smaller races. With few exceptions, damage cannot be mitigated below 1 point.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
====Armor Mitigation====&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
The following are basic armor types without enhancement. Having a strength rank below the requirement of armor incurs a -1 speed rank penalty for every tier below the requirement. Being a higher tier than the heavy requirements negates the speed penalty of heavy armor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Mitigation Table (Armor)&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Mitigation !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Casual Clothing || 0 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Light Armour || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armour || 2 || Req Strength Rank D&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armour || 3 || Req Strength Rank C, -1 Speed Rank&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=====Shields=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Using a shield requires a free hand. Using a shield grants one additional point of mitigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dodge Mitigation====&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Some races are naturally more agile, giving them an advantage when evading attacks. The dodge DC modifier is added to the DC check made to hit the target. Creatures wearing armor of medium or above lose their natural dexterity bonus.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Mitigation Table (Dodge)&lt;br /&gt;
|-&lt;br /&gt;
! Speed Rank !! DC Modifier !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| B || +1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| A || +2 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| A+ || +3 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| EX || +4 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Types===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Damage types range from mundane &#039;&#039;(slashing, bludgeoning and piercing)&#039;&#039;, to the more exotic holy fire and phonic types of damage. Each and every damage type comes with its own sample of beings that can be vulnerable (take double damage), resistant (take half damage), or even immune (take no damage). Certain damage types even come with aftereffects all their own, or can be shared amongst the category that they reside in. Damage types will be categorized where available in specific types corresponding to what they generally do, such as Pyro for fire, or Cryo for cold types of damage.&lt;br /&gt;
&lt;br /&gt;
All damage types will be listed here in their respective categories for viewing and comparison at any time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
====Mundane====&lt;br /&gt;
Comprising of the three primary forms of damage one can take from mundane sources. The wide strikes of blunt force such as Impact, the act of cutting in the form of Slashing, and the attempt of jabbing something into something else, Piercing. While not all damage of this nature is mundane, all damage from mundane objects are one of these three forms.&lt;br /&gt;
*Impact&lt;br /&gt;
**Impact damage is often described as damage one would take from an object that generally causes injury without directly piercing the skin, and instead harming what is beneath it instead, such as the skeletal structure or muscles of the unfortunate soul poised to receive such a blow.&lt;br /&gt;
***Bludgeoning damage does not carry any extra effects.&lt;br /&gt;
*Slashing&lt;br /&gt;
**Slashing damage is similar to a swiping motions, often with a sharp object or objects like swords or claws. The damage inflicted is often deep slices or large open cuts, making them often difficult to heal or cover up to the their wider surface area.&lt;br /&gt;
***Slashing damage does not carry any extra effects.&lt;br /&gt;
*Piercing&lt;br /&gt;
**Piercing damage is often associated with deep gouges or stabbing motions, with the intent of plunging an object into something else with great force and sometimes causing it to rip out the other side. Deep wounds that these inflict are often either fatal or treatable, and do not fall in between.&lt;br /&gt;
***Piercing damage does not carry any extra effects.&lt;br /&gt;
&lt;br /&gt;
====Pyro====&lt;br /&gt;
Fire. Hot, powerful and familiar, fire comes in four distinct types. The normal flames of the mundane realm, the incredible concentrated heat of dragonfire, capable of melting through almost anything, holy fire, the golden flames of the [[Concepts#The Deva|the Deva]] and the remnants of [[The Lost Pantheon|the lost Pantheon]], and hellfire, the remnant of profane beings from the lost realm of [[Farcanith]] which burns a sickly green with napalm-like stickiness and heat.&lt;br /&gt;
*Fire&lt;br /&gt;
**Mundane fire is an element extremely common in the world. Capable of igniting almost anywhere given the right conditions, it can often leave burns and damage in its wake, even permanently.&lt;br /&gt;
***Fire damage can inflict the [[Status Effects|Burned]] status effect if the exposed area is left too close for too long nearby it, or if a flame is directly applied for a long enough period of time.&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Dragonfire&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dragonfire is known as the hottest flames in existence, capable of reaching volcanic temperatures that can melt away most effigies of civilization with a single breath of a fully grown dragon. because of this immense heat, it carries with it unique effects that differentiate it from regular fire.&lt;br /&gt;
*Dragonfire damage can inflict the [[Status Effects|Burned]] status effect if the exposed area is left too close for too long nearby it, or if a flame is directly applied for a long enough period of time. Dragonfire bypasses fire resistance or immunity due to the potency of its heat, causing those resistant to become neutral, and those immune to become resistant to its effects.&lt;br /&gt;
|}&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Holy Fire&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Holy fire is the flames that carry with them the inherent affinity to deny cursed and profane forms of life, inflicting large amounts of damage which can otherwise effectively burn them to a pile of smoldering ashes. To the non-profane however, holy fire behaves the same as the mundane.&lt;br /&gt;
*Holy fire damage can inflict the [[Status Effects|Burned]] status effect if the exposed area is left too close for too long nearby it, or if a flame is directly applied for a long enough period of time. Holy fire bypasses fire resistance and immunity if the being is cursed or profane, dealing holy damage equal to the amount of fire damage also dealt. To beings not considered cursed or profane, it behaves like mundane fire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Hellfire&lt;br /&gt;
**Hellfire is the flames that carry with them the inherent affinity to deny divine and cherubic forms of life, inflicting large amounts of damage which can otherwise effectively burn them to a pile of smoldering ashes. To the non-holy/cherubic however, hellfire behaves the same as the mundane.&lt;br /&gt;
***Fire damage can inflict the [[Status Effects|Burned]] status effect if the exposed area is left too close for too long nearby it, or if a flame is directly applied for a long enough period of time. Hellfire bypasses fire resistance and immunity if the being is cherubic or holy, dealing profane damage equal to the amount of fire damage also dealt. To beings not considered cherubic or holy, it behaves like mundane fire.&lt;br /&gt;
&lt;br /&gt;
====Cryo====&lt;br /&gt;
Cryo is the category of all things wet, chilly and cold. From the catalyst-type damage of water, which applies the [[Status Effects|Soaked]] status effect to individuals, to the pure icy chill of frost, which inflicts the [[Status Effects|Frostbite]] status effect to slow down and even fully freeze their enemies, the danger of the elements is ever prevalent.&lt;br /&gt;
*Water&lt;br /&gt;
**Water is a &amp;quot;Catalyst&amp;quot; damage type. Water damage on its own is impossible, and instead functions depending on how it is used in the form of mundane damage types. The caveat is that water damage inflicts a unique status effect that can be taken advantage of, called soaked, which allows enemies once resistant to frost or lightning damage to instead take neutral or even receive double damage instead.&lt;br /&gt;
***Water damage functions as one of the tree mundane types of damage. Bludgeoning, Slashing and Piercing, but always applies the [[Status Effects|Soaked]] status effect afterwards.&lt;br /&gt;
*Frost&lt;br /&gt;
**Frost damage is the icy bite of winters chill. It is cold in its purest form, draining the body of temperature and slowing down all of its functions while doing so. While damaging, the more dangerous effect of frost is the status of frostbite that can be inflicted on an unsuspecting victim, slowing them down and making them weaker, and even completely frozen to death if applied with enough of the element.&lt;br /&gt;
***Frost damage carries with it a single type of debuff that can be applied called [[Status Effects|Frostbite]]. Frostbite is a status effect that slows down the speed and strength of its enemies, and if continuously applied, freezes them entirely.&lt;br /&gt;
&lt;br /&gt;
====Affliction====&lt;br /&gt;
Affliction is the type of damage that generally applies status effects, such as Poison damage which can inflict the [[Status Effects|Poisoned]] status effect to weaken or even paralyze organic foes. Acid damage can inflict the [[Status Effects|Melted]] status effect, which damages armors and reduces their effectiveness over time or even in one fell swoop. Curse damage is often associated with more dour deeds, and as such often damages foes over time, and is extremely hard to remove. It can also [[Status Effects|Hex]] individuals with specific effects that can help, hinder or apply a multitude of interwoven effects.&lt;br /&gt;
Poison&lt;br /&gt;
**Poison damage is a type that directly infiltrates and affects the internal systems of a creature, wreaking havoc and being capable of crippling them with the poisoned status effect, making the affliction even worse beyond the regular damage it can inflict.&lt;br /&gt;
***Poison damage carries the chance of being inflicted with the [[Status Effects|Poisoned]] status effect, causing the target to take anything from additional damage, to crippling their ability to run or fight back. Some can even paralyze or kill them if applied in high enough doses.&lt;br /&gt;
*Acid&lt;br /&gt;
**Acid damage is a type that is extremely effective at burning away resistances and protection based on non-organic materials with the melted status effect, while also being capable of high amounts of damage over time. This ability to peel away barriers of protection otherwise difficult to overcome allows it to shine in many situations.&lt;br /&gt;
***Acid damage carries with it the status effect of [[Status Effects|Melted]], causing certain types of protection like metals to melt away and be less effective on individuals and creatures that may use it for defense.&lt;br /&gt;
*Curse&lt;br /&gt;
**Curse damage is a type that is wide ranging. inflicting spiritual effects, necrotic physical damage and the ability to put curses on other individuals, the versatile curse damage type is effective against all but the holiest of individuals.&lt;br /&gt;
***Curse damage is a versatile tool that is capable of large burst damage, and yet also capable of nasty amounts of damage over time. In addition, it can inflict the [[Status Effects|Hex]] status effect, prevalent on more permanent curses like [[Vallahism]] and [[Lycanthropy]], but also on smaller curses that have a much more narrow field of effects.&lt;br /&gt;
&lt;br /&gt;
====Holy/Unholy====&lt;br /&gt;
Fallen remnants of [[The Lost Pantheon]] alongside the power of the newly created [[Concepts#The Deva|Deva]], the power of holy damage is hard to overstate. Extremely effective against hexed and profane individuals, holy damage brings down divine wrath upon beings who seek to disrupt the natural order of things. In parallel of them, the fallen beings of [[Farcanith]] and the [[Concepts#The Ifriti|Ifriti]], evil beings who seek to pursue their relentless ambitions at any cost bring the power of profanity, or profane damage. Extremely effective against holy beings and their good natured [[Concepts#The Cherubs|Cherubic]] allies, they use their power to bring down the so called &amp;quot;guardians&amp;quot; of natural order and create a world for the strong, and &#039;&#039;only&#039;&#039; the strong.&lt;br /&gt;
*Holy&lt;br /&gt;
**Holy damage is a type of damage largely powerful against their direct competitor, the hexed and profane. Using the power of belief or the natural orders of the land, they wield these holy powers with impunity to, more often then not, restore balance to the land they tend to.&lt;br /&gt;
***Holy damage does not carry any extra effects.&lt;br /&gt;
*Profane&lt;br /&gt;
**Profane damage is a type of damage largely powerful against their direct competitor, the cherubic and holy. Using the power of ambition and megalomania, they wield their profane prowess with impunity to further their goals of power and strength.&lt;br /&gt;
***Profane damage does not carry any extra effects.&lt;br /&gt;
&lt;br /&gt;
====Emittance====&lt;br /&gt;
Emittance is a type of damage that is largely instant and powerful when delivered directly to their target, with little in the way to dodge or prevent them. From Phonic damage, using the power of sound to blast and knock around their opponents and control their movements, to lightning damage which shocks opponents and can even [[Status Effects|Stun]] them in the right situations. Feedback damage, that which inflicts damage directly to your mind and is extremely potent at breaking concentration, and bypasses almost all barriers in the process. Last but not least, Arcane damage, which is largely involved with the power of [[???|Magecraft]], is the general type which is used by most spells and abilities involving it if it does not have an inherent element already.&lt;br /&gt;
*Phonic&lt;br /&gt;
**Phonic damage is kinetic forces done largely with the power of sound to control the battlefield around them. Phonic damage largely comes in large bursts of immediate force, and is capable of heavily damaging and manipulating the terrain around it by force.&lt;br /&gt;
***Phonic damage does not carry any extra effects.&lt;br /&gt;
*Lightning&lt;br /&gt;
**Lightning damage is a powerful electric type of damage that generally has an instant transmission and is nearly impossible to get away from once unleashed. Though it can sometimes deal less damage then other types, it always comes with the chance of stunning its target due to the currents ability to disrupt bodily functions.&lt;br /&gt;
***Lightning damage comes with with the inherent chance to [[Status Effects|Stun]] its targets, causing them to be unable to act for a turn or longer. Its chance to stun can be increased by a variety of effects, such as soaking a target in water beforehand.&lt;br /&gt;
*Feedback&lt;br /&gt;
**Feedback damage is directly linked to the mind itself. The gift of sentience and intelligence often becomes a burden when feedback damage is involved. With almost no way to directly block or resist it, it can impact the executive function of the person affected, and can even stun or knock them unconscious if applied with enough force. It is also extremely effective at breaking concentration.&lt;br /&gt;
***Feedback damage is potent due to its rare ability to block it out, and its strength against more intelligent opponents. With the right tools and ability, it can even inflict the [[Status Effects|Stun]] status effect, break concentration, or simply deal enough damage to knock out a target completely. Concentration rolls are taken at disadvantage on feedback damage.&lt;br /&gt;
*Arcane&lt;br /&gt;
**Arcane damage is the type of damage done by most spells and abilities based in magecraft that do not already possess an element or damage type. It is an all-rounder specialist type of damage, capable of burst, damage over time, and everything in between.&lt;br /&gt;
***Arcane damage does not carry any extra effects.&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Damage_Types_%26_Mitigation&amp;diff=2279</id>
		<title>Damage Types &amp; Mitigation</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Damage_Types_%26_Mitigation&amp;diff=2279"/>
		<updated>2024-11-10T00:14:15Z</updated>

		<summary type="html">&lt;p&gt;Welshei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Weapon Types===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Ephimoria has several weapon types. Though often equivalent in many ways, some weapons and abilities are unique, and are listed here for viewing at any time. Weapons deal varying damage depending on several factors, and are also listed below.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
(This table is a stub, you can help by adding to it!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Two-Handed !! Damage Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Sword || 1d8 || 1d10 || Slashing/Piercing  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Axe || 1d6 || 1d8 || Slashing || Throwable (10)&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 1d6 || 1d8 || Piercing  || Reach (2) Throwable (10)&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 1d6 || 1d8 || Impact || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Improvised || 1d4 || N/A || Dependent || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Crossbows || 1d10 || N/A || Piercing || Ranged (30), 1 action Reload&lt;br /&gt;
|-&lt;br /&gt;
| Bows || 1d6 || N/A || Piercing || Ranged (30)&lt;br /&gt;
|-&lt;br /&gt;
| Daggers || 1d4 || N/A || N/A || Ranged (12)&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || 1d2 || N/A || Impact || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Mitigation===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Damage Mitigation covers all forms of damage reduction that a player may have. The most simple forms of mitigation come from equipment or the nimbleness of the smaller races. With few exceptions, damage can never be mitigated below 1 point.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
====Armor Mitigation====&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
The following are basic armour types without enhancement. Being below the strength rank requirement of armour incurs a -1 speed rank penalty for every tier below the requirement. Being a higher tier than the heavy requirements negates the speed penalty of heavy armour.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Mitigation Table (Armour)&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Mitigation !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Casual Clothing || 0 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Light Armour || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armour || 2 || Req Strength Rank D&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armour || 3 || Req Strength Rank C, -1 Speed Rank&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=====Shields=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Using a shield requires a free hand with which to wield. Using a shield grants one additional point of mitigation as standard on top of that granted by armour.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dodge Mitigation====&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Some races are smaller or naturally more agile than others giving them an advantage when evading attacks. Rather than soaking damage, characters utilising their dexterity simply avoid taking hits to begin with. The DC modifier is added to the DC check made to hit the target. Creatures wearing medium armour of above lose their natural dexterity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Mitigation Table (Dodge)&lt;br /&gt;
|-&lt;br /&gt;
! Speed Rank !! DC Modifier !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| B || +1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| A || +2 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| A+ || +3 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| EX || +4 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Types===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Damage types are the categories and types of damage that can be dealt in the realm of Ephimoria. They range from mundane slashing, bludgeoning and piercing, to the more exotic holy fire and phonic types of damage. Each and every damage type comes with its own sample of beings that can be vulnerable (take double damage), resistant (take half damage), or even immune (take no damage). Certain damage types even come with aftereffects all their own, or can be shared amongst the category that they reside in. Damage types will be categorized where available in specific types corresponding to what they generally do, such as Pyro for fire, or Cryo for cold types of damage.&lt;br /&gt;
&lt;br /&gt;
All damage types will be listed here in their respective categories for viewing and comparison at any time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
====Mundane====&lt;br /&gt;
Comprising of the three primary forms of damage one can take from mundane sources. The wide strikes of blunt force such as Impact, the act of cutting in the form of Slashing, and the attempt of jabbing something into something else, Piercing. While not all damage of this nature is mundane, all damage from mundane objects are one of these three forms.&lt;br /&gt;
*Impact&lt;br /&gt;
**Impact damage is often described as damage one would take from an object that generally causes injury without directly piercing the skin, and instead harming what is beneath it instead, such as the skeletal structure or muscles of the unfortunate soul poised to receive such a blow.&lt;br /&gt;
***Bludgeoning damage does not carry any extra effects.&lt;br /&gt;
*Slashing&lt;br /&gt;
**Slashing damage is similar to a swiping motions, often with a sharp object or objects like swords or claws. The damage inflicted is often deep slices or large open cuts, making them often difficult to heal or cover up to the their wider surface area.&lt;br /&gt;
***Slashing damage does not carry any extra effects.&lt;br /&gt;
*Piercing&lt;br /&gt;
**Piercing damage is often associated with deep gouges or stabbing motions, with the intent of plunging an object into something else with great force and sometimes causing it to rip out the other side. Deep wounds that these inflict are often either fatal or treatable, and do not fall in between.&lt;br /&gt;
***Piercing damage does not carry any extra effects.&lt;br /&gt;
&lt;br /&gt;
====Pyro====&lt;br /&gt;
Fire. Hot, powerful and familiar, fire comes in four distinct types. The normal flames of the mundane realm, the incredible concentrated heat of dragonfire, capable of melting through almost anything, holy fire, the golden flames of the [[Concepts#The Deva|the Deva]] and the remnants of [[The Lost Pantheon|the lost Pantheon]], and hellfire, the remnant of profane beings from the lost realm of [[Farcanith]] which burns a sickly green with napalm-like stickiness and heat.&lt;br /&gt;
*Fire&lt;br /&gt;
**Mundane fire is an element extremely common in the world. Capable of igniting almost anywhere given the right conditions, it can often leave burns and damage in its wake, even permanently.&lt;br /&gt;
***Fire damage can inflict the [[Status Effects|Burned]] status effect if the exposed area is left too close for too long nearby it, or if a flame is directly applied for a long enough period of time.&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Dragonfire&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dragonfire is known as the hottest flames in existence, capable of reaching volcanic temperatures that can melt away most effigies of civilization with a single breath of a fully grown dragon. because of this immense heat, it carries with it unique effects that differentiate it from regular fire.&lt;br /&gt;
*Dragonfire damage can inflict the [[Status Effects|Burned]] status effect if the exposed area is left too close for too long nearby it, or if a flame is directly applied for a long enough period of time. Dragonfire bypasses fire resistance or immunity due to the potency of its heat, causing those resistant to become neutral, and those immune to become resistant to its effects.&lt;br /&gt;
|}&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Holy Fire&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Holy fire is the flames that carry with them the inherent affinity to deny cursed and profane forms of life, inflicting large amounts of damage which can otherwise effectively burn them to a pile of smoldering ashes. To the non-profane however, holy fire behaves the same as the mundane.&lt;br /&gt;
*Holy fire damage can inflict the [[Status Effects|Burned]] status effect if the exposed area is left too close for too long nearby it, or if a flame is directly applied for a long enough period of time. Holy fire bypasses fire resistance and immunity if the being is cursed or profane, dealing holy damage equal to the amount of fire damage also dealt. To beings not considered cursed or profane, it behaves like mundane fire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Hellfire&lt;br /&gt;
**Hellfire is the flames that carry with them the inherent affinity to deny divine and cherubic forms of life, inflicting large amounts of damage which can otherwise effectively burn them to a pile of smoldering ashes. To the non-holy/cherubic however, hellfire behaves the same as the mundane.&lt;br /&gt;
***Fire damage can inflict the [[Status Effects|Burned]] status effect if the exposed area is left too close for too long nearby it, or if a flame is directly applied for a long enough period of time. Hellfire bypasses fire resistance and immunity if the being is cherubic or holy, dealing profane damage equal to the amount of fire damage also dealt. To beings not considered cherubic or holy, it behaves like mundane fire.&lt;br /&gt;
&lt;br /&gt;
====Cryo====&lt;br /&gt;
Cryo is the category of all things wet, chilly and cold. From the catalyst-type damage of water, which applies the [[Status Effects|Soaked]] status effect to individuals, to the pure icy chill of frost, which inflicts the [[Status Effects|Frostbite]] status effect to slow down and even fully freeze their enemies, the danger of the elements is ever prevalent.&lt;br /&gt;
*Water&lt;br /&gt;
**Water is a &amp;quot;Catalyst&amp;quot; damage type. Water damage on its own is impossible, and instead functions depending on how it is used in the form of mundane damage types. The caveat is that water damage inflicts a unique status effect that can be taken advantage of, called soaked, which allows enemies once resistant to frost or lightning damage to instead take neutral or even receive double damage instead.&lt;br /&gt;
***Water damage functions as one of the tree mundane types of damage. Bludgeoning, Slashing and Piercing, but always applies the [[Status Effects|Soaked]] status effect afterwards.&lt;br /&gt;
*Frost&lt;br /&gt;
**Frost damage is the icy bite of winters chill. It is cold in its purest form, draining the body of temperature and slowing down all of its functions while doing so. While damaging, the more dangerous effect of frost is the status of frostbite that can be inflicted on an unsuspecting victim, slowing them down and making them weaker, and even completely frozen to death if applied with enough of the element.&lt;br /&gt;
***Frost damage carries with it a single type of debuff that can be applied called [[Status Effects|Frostbite]]. Frostbite is a status effect that slows down the speed and strength of its enemies, and if continuously applied, freezes them entirely.&lt;br /&gt;
&lt;br /&gt;
====Affliction====&lt;br /&gt;
Affliction is the type of damage that generally applies status effects, such as Poison damage which can inflict the [[Status Effects|Poisoned]] status effect to weaken or even paralyze organic foes. Acid damage can inflict the [[Status Effects|Melted]] status effect, which damages armors and reduces their effectiveness over time or even in one fell swoop. Curse damage is often associated with more dour deeds, and as such often damages foes over time, and is extremely hard to remove. It can also [[Status Effects|Hex]] individuals with specific effects that can help, hinder or apply a multitude of interwoven effects.&lt;br /&gt;
Poison&lt;br /&gt;
**Poison damage is a type that directly infiltrates and affects the internal systems of a creature, wreaking havoc and being capable of crippling them with the poisoned status effect, making the affliction even worse beyond the regular damage it can inflict.&lt;br /&gt;
***Poison damage carries the chance of being inflicted with the [[Status Effects|Poisoned]] status effect, causing the target to take anything from additional damage, to crippling their ability to run or fight back. Some can even paralyze or kill them if applied in high enough doses.&lt;br /&gt;
*Acid&lt;br /&gt;
**Acid damage is a type that is extremely effective at burning away resistances and protection based on non-organic materials with the melted status effect, while also being capable of high amounts of damage over time. This ability to peel away barriers of protection otherwise difficult to overcome allows it to shine in many situations.&lt;br /&gt;
***Acid damage carries with it the status effect of [[Status Effects|Melted]], causing certain types of protection like metals to melt away and be less effective on individuals and creatures that may use it for defense.&lt;br /&gt;
*Curse&lt;br /&gt;
**Curse damage is a type that is wide ranging. inflicting spiritual effects, necrotic physical damage and the ability to put curses on other individuals, the versatile curse damage type is effective against all but the holiest of individuals.&lt;br /&gt;
***Curse damage is a versatile tool that is capable of large burst damage, and yet also capable of nasty amounts of damage over time. In addition, it can inflict the [[Status Effects|Hex]] status effect, prevalent on more permanent curses like [[Vallahism]] and [[Lycanthropy]], but also on smaller curses that have a much more narrow field of effects.&lt;br /&gt;
&lt;br /&gt;
====Holy/Unholy====&lt;br /&gt;
Fallen remnants of [[The Lost Pantheon]] alongside the power of the newly created [[Concepts#The Deva|Deva]], the power of holy damage is hard to overstate. Extremely effective against hexed and profane individuals, holy damage brings down divine wrath upon beings who seek to disrupt the natural order of things. In parallel of them, the fallen beings of [[Farcanith]] and the [[Concepts#The Ifriti|Ifriti]], evil beings who seek to pursue their relentless ambitions at any cost bring the power of profanity, or profane damage. Extremely effective against holy beings and their good natured [[Concepts#The Cherubs|Cherubic]] allies, they use their power to bring down the so called &amp;quot;guardians&amp;quot; of natural order and create a world for the strong, and &#039;&#039;only&#039;&#039; the strong.&lt;br /&gt;
*Holy&lt;br /&gt;
**Holy damage is a type of damage largely powerful against their direct competitor, the hexed and profane. Using the power of belief or the natural orders of the land, they wield these holy powers with impunity to, more often then not, restore balance to the land they tend to.&lt;br /&gt;
***Holy damage does not carry any extra effects.&lt;br /&gt;
*Profane&lt;br /&gt;
**Profane damage is a type of damage largely powerful against their direct competitor, the cherubic and holy. Using the power of ambition and megalomania, they wield their profane prowess with impunity to further their goals of power and strength.&lt;br /&gt;
***Profane damage does not carry any extra effects.&lt;br /&gt;
&lt;br /&gt;
====Emittance====&lt;br /&gt;
Emittance is a type of damage that is largely instant and powerful when delivered directly to their target, with little in the way to dodge or prevent them. From Phonic damage, using the power of sound to blast and knock around their opponents and control their movements, to lightning damage which shocks opponents and can even [[Status Effects|Stun]] them in the right situations. Feedback damage, that which inflicts damage directly to your mind and is extremely potent at breaking concentration, and bypasses almost all barriers in the process. Last but not least, Arcane damage, which is largely involved with the power of [[???|Magecraft]], is the general type which is used by most spells and abilities involving it if it does not have an inherent element already.&lt;br /&gt;
*Phonic&lt;br /&gt;
**Phonic damage is kinetic forces done largely with the power of sound to control the battlefield around them. Phonic damage largely comes in large bursts of immediate force, and is capable of heavily damaging and manipulating the terrain around it by force.&lt;br /&gt;
***Phonic damage does not carry any extra effects.&lt;br /&gt;
*Lightning&lt;br /&gt;
**Lightning damage is a powerful electric type of damage that generally has an instant transmission and is nearly impossible to get away from once unleashed. Though it can sometimes deal less damage then other types, it always comes with the chance of stunning its target due to the currents ability to disrupt bodily functions.&lt;br /&gt;
***Lightning damage comes with with the inherent chance to [[Status Effects|Stun]] its targets, causing them to be unable to act for a turn or longer. Its chance to stun can be increased by a variety of effects, such as soaking a target in water beforehand.&lt;br /&gt;
*Feedback&lt;br /&gt;
**Feedback damage is directly linked to the mind itself. The gift of sentience and intelligence often becomes a burden when feedback damage is involved. With almost no way to directly block or resist it, it can impact the executive function of the person affected, and can even stun or knock them unconscious if applied with enough force. It is also extremely effective at breaking concentration.&lt;br /&gt;
***Feedback damage is potent due to its rare ability to block it out, and its strength against more intelligent opponents. With the right tools and ability, it can even inflict the [[Status Effects|Stun]] status effect, break concentration, or simply deal enough damage to knock out a target completely. Concentration rolls are taken at disadvantage on feedback damage.&lt;br /&gt;
*Arcane&lt;br /&gt;
**Arcane damage is the type of damage done by most spells and abilities based in magecraft that do not already possess an element or damage type. It is an all-rounder specialist type of damage, capable of burst, damage over time, and everything in between.&lt;br /&gt;
***Arcane damage does not carry any extra effects.&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Damage_Types_%26_Mitigation&amp;diff=2278</id>
		<title>Damage Types &amp; Mitigation</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Damage_Types_%26_Mitigation&amp;diff=2278"/>
		<updated>2024-11-10T00:13:49Z</updated>

		<summary type="html">&lt;p&gt;Welshei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Weapon Types===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Ephimoria has several weapon types. Though often equivalent in many ways, some weapons and abilities are unique, and are listed here for viewing at any time. Weapons deal varying damage depending on several factors, and are also listed below.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
(This table is a stub, you can help by adding to it!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collasible wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Two-Handed !! Damage Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Sword || 1d8 || 1d10 || Slashing/Piercing  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Axe || 1d6 || 1d8 || Slashing || Throwable (10)&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 1d6 || 1d8 || Piercing  || Reach (2) Throwable (10)&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 1d6 || 1d8 || Impact || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Improvised || 1d4 || N/A || Dependent || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Crossbows || 1d10 || N/A || Piercing || Ranged (30), 1 action Reload&lt;br /&gt;
|-&lt;br /&gt;
| Bows || 1d6 || N/A || Piercing || Ranged (30)&lt;br /&gt;
|-&lt;br /&gt;
| Daggers || 1d4 || N/A || N/A || Ranged (12)&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || 1d2 || N/A || Impact || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Mitigation===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Damage Mitigation covers all forms of damage reduction that a player may have. The most simple forms of mitigation come from equipment or the nimbleness of the smaller races. With few exceptions, damage can never be mitigated below 1 point.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
====Armor Mitigation====&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
The following are basic armour types without enhancement. Being below the strength rank requirement of armour incurs a -1 speed rank penalty for every tier below the requirement. Being a higher tier than the heavy requirements negates the speed penalty of heavy armour.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Mitigation Table (Armour)&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Mitigation !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Casual Clothing || 0 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Light Armour || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armour || 2 || Req Strength Rank D&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armour || 3 || Req Strength Rank C, -1 Speed Rank&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=====Shields=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Using a shield requires a free hand with which to wield. Using a shield grants one additional point of mitigation as standard on top of that granted by armour.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dodge Mitigation====&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Some races are smaller or naturally more agile than others giving them an advantage when evading attacks. Rather than soaking damage, characters utilising their dexterity simply avoid taking hits to begin with. The DC modifier is added to the DC check made to hit the target. Creatures wearing medium armour of above lose their natural dexterity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Mitigation Table (Dodge)&lt;br /&gt;
|-&lt;br /&gt;
! Speed Rank !! DC Modifier !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| B || +1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| A || +2 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| A+ || +3 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| EX || +4 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Types===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Damage types are the categories and types of damage that can be dealt in the realm of Ephimoria. They range from mundane slashing, bludgeoning and piercing, to the more exotic holy fire and phonic types of damage. Each and every damage type comes with its own sample of beings that can be vulnerable (take double damage), resistant (take half damage), or even immune (take no damage). Certain damage types even come with aftereffects all their own, or can be shared amongst the category that they reside in. Damage types will be categorized where available in specific types corresponding to what they generally do, such as Pyro for fire, or Cryo for cold types of damage.&lt;br /&gt;
&lt;br /&gt;
All damage types will be listed here in their respective categories for viewing and comparison at any time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
====Mundane====&lt;br /&gt;
Comprising of the three primary forms of damage one can take from mundane sources. The wide strikes of blunt force such as Impact, the act of cutting in the form of Slashing, and the attempt of jabbing something into something else, Piercing. While not all damage of this nature is mundane, all damage from mundane objects are one of these three forms.&lt;br /&gt;
*Impact&lt;br /&gt;
**Impact damage is often described as damage one would take from an object that generally causes injury without directly piercing the skin, and instead harming what is beneath it instead, such as the skeletal structure or muscles of the unfortunate soul poised to receive such a blow.&lt;br /&gt;
***Bludgeoning damage does not carry any extra effects.&lt;br /&gt;
*Slashing&lt;br /&gt;
**Slashing damage is similar to a swiping motions, often with a sharp object or objects like swords or claws. The damage inflicted is often deep slices or large open cuts, making them often difficult to heal or cover up to the their wider surface area.&lt;br /&gt;
***Slashing damage does not carry any extra effects.&lt;br /&gt;
*Piercing&lt;br /&gt;
**Piercing damage is often associated with deep gouges or stabbing motions, with the intent of plunging an object into something else with great force and sometimes causing it to rip out the other side. Deep wounds that these inflict are often either fatal or treatable, and do not fall in between.&lt;br /&gt;
***Piercing damage does not carry any extra effects.&lt;br /&gt;
&lt;br /&gt;
====Pyro====&lt;br /&gt;
Fire. Hot, powerful and familiar, fire comes in four distinct types. The normal flames of the mundane realm, the incredible concentrated heat of dragonfire, capable of melting through almost anything, holy fire, the golden flames of the [[Concepts#The Deva|the Deva]] and the remnants of [[The Lost Pantheon|the lost Pantheon]], and hellfire, the remnant of profane beings from the lost realm of [[Farcanith]] which burns a sickly green with napalm-like stickiness and heat.&lt;br /&gt;
*Fire&lt;br /&gt;
**Mundane fire is an element extremely common in the world. Capable of igniting almost anywhere given the right conditions, it can often leave burns and damage in its wake, even permanently.&lt;br /&gt;
***Fire damage can inflict the [[Status Effects|Burned]] status effect if the exposed area is left too close for too long nearby it, or if a flame is directly applied for a long enough period of time.&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Dragonfire&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dragonfire is known as the hottest flames in existence, capable of reaching volcanic temperatures that can melt away most effigies of civilization with a single breath of a fully grown dragon. because of this immense heat, it carries with it unique effects that differentiate it from regular fire.&lt;br /&gt;
*Dragonfire damage can inflict the [[Status Effects|Burned]] status effect if the exposed area is left too close for too long nearby it, or if a flame is directly applied for a long enough period of time. Dragonfire bypasses fire resistance or immunity due to the potency of its heat, causing those resistant to become neutral, and those immune to become resistant to its effects.&lt;br /&gt;
|}&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Holy Fire&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Holy fire is the flames that carry with them the inherent affinity to deny cursed and profane forms of life, inflicting large amounts of damage which can otherwise effectively burn them to a pile of smoldering ashes. To the non-profane however, holy fire behaves the same as the mundane.&lt;br /&gt;
*Holy fire damage can inflict the [[Status Effects|Burned]] status effect if the exposed area is left too close for too long nearby it, or if a flame is directly applied for a long enough period of time. Holy fire bypasses fire resistance and immunity if the being is cursed or profane, dealing holy damage equal to the amount of fire damage also dealt. To beings not considered cursed or profane, it behaves like mundane fire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Hellfire&lt;br /&gt;
**Hellfire is the flames that carry with them the inherent affinity to deny divine and cherubic forms of life, inflicting large amounts of damage which can otherwise effectively burn them to a pile of smoldering ashes. To the non-holy/cherubic however, hellfire behaves the same as the mundane.&lt;br /&gt;
***Fire damage can inflict the [[Status Effects|Burned]] status effect if the exposed area is left too close for too long nearby it, or if a flame is directly applied for a long enough period of time. Hellfire bypasses fire resistance and immunity if the being is cherubic or holy, dealing profane damage equal to the amount of fire damage also dealt. To beings not considered cherubic or holy, it behaves like mundane fire.&lt;br /&gt;
&lt;br /&gt;
====Cryo====&lt;br /&gt;
Cryo is the category of all things wet, chilly and cold. From the catalyst-type damage of water, which applies the [[Status Effects|Soaked]] status effect to individuals, to the pure icy chill of frost, which inflicts the [[Status Effects|Frostbite]] status effect to slow down and even fully freeze their enemies, the danger of the elements is ever prevalent.&lt;br /&gt;
*Water&lt;br /&gt;
**Water is a &amp;quot;Catalyst&amp;quot; damage type. Water damage on its own is impossible, and instead functions depending on how it is used in the form of mundane damage types. The caveat is that water damage inflicts a unique status effect that can be taken advantage of, called soaked, which allows enemies once resistant to frost or lightning damage to instead take neutral or even receive double damage instead.&lt;br /&gt;
***Water damage functions as one of the tree mundane types of damage. Bludgeoning, Slashing and Piercing, but always applies the [[Status Effects|Soaked]] status effect afterwards.&lt;br /&gt;
*Frost&lt;br /&gt;
**Frost damage is the icy bite of winters chill. It is cold in its purest form, draining the body of temperature and slowing down all of its functions while doing so. While damaging, the more dangerous effect of frost is the status of frostbite that can be inflicted on an unsuspecting victim, slowing them down and making them weaker, and even completely frozen to death if applied with enough of the element.&lt;br /&gt;
***Frost damage carries with it a single type of debuff that can be applied called [[Status Effects|Frostbite]]. Frostbite is a status effect that slows down the speed and strength of its enemies, and if continuously applied, freezes them entirely.&lt;br /&gt;
&lt;br /&gt;
====Affliction====&lt;br /&gt;
Affliction is the type of damage that generally applies status effects, such as Poison damage which can inflict the [[Status Effects|Poisoned]] status effect to weaken or even paralyze organic foes. Acid damage can inflict the [[Status Effects|Melted]] status effect, which damages armors and reduces their effectiveness over time or even in one fell swoop. Curse damage is often associated with more dour deeds, and as such often damages foes over time, and is extremely hard to remove. It can also [[Status Effects|Hex]] individuals with specific effects that can help, hinder or apply a multitude of interwoven effects.&lt;br /&gt;
Poison&lt;br /&gt;
**Poison damage is a type that directly infiltrates and affects the internal systems of a creature, wreaking havoc and being capable of crippling them with the poisoned status effect, making the affliction even worse beyond the regular damage it can inflict.&lt;br /&gt;
***Poison damage carries the chance of being inflicted with the [[Status Effects|Poisoned]] status effect, causing the target to take anything from additional damage, to crippling their ability to run or fight back. Some can even paralyze or kill them if applied in high enough doses.&lt;br /&gt;
*Acid&lt;br /&gt;
**Acid damage is a type that is extremely effective at burning away resistances and protection based on non-organic materials with the melted status effect, while also being capable of high amounts of damage over time. This ability to peel away barriers of protection otherwise difficult to overcome allows it to shine in many situations.&lt;br /&gt;
***Acid damage carries with it the status effect of [[Status Effects|Melted]], causing certain types of protection like metals to melt away and be less effective on individuals and creatures that may use it for defense.&lt;br /&gt;
*Curse&lt;br /&gt;
**Curse damage is a type that is wide ranging. inflicting spiritual effects, necrotic physical damage and the ability to put curses on other individuals, the versatile curse damage type is effective against all but the holiest of individuals.&lt;br /&gt;
***Curse damage is a versatile tool that is capable of large burst damage, and yet also capable of nasty amounts of damage over time. In addition, it can inflict the [[Status Effects|Hex]] status effect, prevalent on more permanent curses like [[Vallahism]] and [[Lycanthropy]], but also on smaller curses that have a much more narrow field of effects.&lt;br /&gt;
&lt;br /&gt;
====Holy/Unholy====&lt;br /&gt;
Fallen remnants of [[The Lost Pantheon]] alongside the power of the newly created [[Concepts#The Deva|Deva]], the power of holy damage is hard to overstate. Extremely effective against hexed and profane individuals, holy damage brings down divine wrath upon beings who seek to disrupt the natural order of things. In parallel of them, the fallen beings of [[Farcanith]] and the [[Concepts#The Ifriti|Ifriti]], evil beings who seek to pursue their relentless ambitions at any cost bring the power of profanity, or profane damage. Extremely effective against holy beings and their good natured [[Concepts#The Cherubs|Cherubic]] allies, they use their power to bring down the so called &amp;quot;guardians&amp;quot; of natural order and create a world for the strong, and &#039;&#039;only&#039;&#039; the strong.&lt;br /&gt;
*Holy&lt;br /&gt;
**Holy damage is a type of damage largely powerful against their direct competitor, the hexed and profane. Using the power of belief or the natural orders of the land, they wield these holy powers with impunity to, more often then not, restore balance to the land they tend to.&lt;br /&gt;
***Holy damage does not carry any extra effects.&lt;br /&gt;
*Profane&lt;br /&gt;
**Profane damage is a type of damage largely powerful against their direct competitor, the cherubic and holy. Using the power of ambition and megalomania, they wield their profane prowess with impunity to further their goals of power and strength.&lt;br /&gt;
***Profane damage does not carry any extra effects.&lt;br /&gt;
&lt;br /&gt;
====Emittance====&lt;br /&gt;
Emittance is a type of damage that is largely instant and powerful when delivered directly to their target, with little in the way to dodge or prevent them. From Phonic damage, using the power of sound to blast and knock around their opponents and control their movements, to lightning damage which shocks opponents and can even [[Status Effects|Stun]] them in the right situations. Feedback damage, that which inflicts damage directly to your mind and is extremely potent at breaking concentration, and bypasses almost all barriers in the process. Last but not least, Arcane damage, which is largely involved with the power of [[???|Magecraft]], is the general type which is used by most spells and abilities involving it if it does not have an inherent element already.&lt;br /&gt;
*Phonic&lt;br /&gt;
**Phonic damage is kinetic forces done largely with the power of sound to control the battlefield around them. Phonic damage largely comes in large bursts of immediate force, and is capable of heavily damaging and manipulating the terrain around it by force.&lt;br /&gt;
***Phonic damage does not carry any extra effects.&lt;br /&gt;
*Lightning&lt;br /&gt;
**Lightning damage is a powerful electric type of damage that generally has an instant transmission and is nearly impossible to get away from once unleashed. Though it can sometimes deal less damage then other types, it always comes with the chance of stunning its target due to the currents ability to disrupt bodily functions.&lt;br /&gt;
***Lightning damage comes with with the inherent chance to [[Status Effects|Stun]] its targets, causing them to be unable to act for a turn or longer. Its chance to stun can be increased by a variety of effects, such as soaking a target in water beforehand.&lt;br /&gt;
*Feedback&lt;br /&gt;
**Feedback damage is directly linked to the mind itself. The gift of sentience and intelligence often becomes a burden when feedback damage is involved. With almost no way to directly block or resist it, it can impact the executive function of the person affected, and can even stun or knock them unconscious if applied with enough force. It is also extremely effective at breaking concentration.&lt;br /&gt;
***Feedback damage is potent due to its rare ability to block it out, and its strength against more intelligent opponents. With the right tools and ability, it can even inflict the [[Status Effects|Stun]] status effect, break concentration, or simply deal enough damage to knock out a target completely. Concentration rolls are taken at disadvantage on feedback damage.&lt;br /&gt;
*Arcane&lt;br /&gt;
**Arcane damage is the type of damage done by most spells and abilities based in magecraft that do not already possess an element or damage type. It is an all-rounder specialist type of damage, capable of burst, damage over time, and everything in between.&lt;br /&gt;
***Arcane damage does not carry any extra effects.&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2277</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2277"/>
		<updated>2024-11-10T00:05:56Z</updated>

		<summary type="html">&lt;p&gt;Welshei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Overview===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Ephimoria uses a strict RPG and roll-based approach to combat following a 20-sided die (d20). The three main elements that dictate everything are health points (&#039;&#039;&#039;HP&#039;&#039;&#039;), special points (&#039;&#039;&#039;SP&#039;&#039;&#039;), and movement distance (&#039;&#039;&#039;MVT&#039;&#039;&#039;). Your race, type of special ability, special events, and any artifacts or relics will all affect your character and their resource maximums.&lt;br /&gt;
&lt;br /&gt;
Damage is based on the damage type &#039;&#039;(e.g. fire, frost)&#039;&#039; and will have an optional damage dice attached to it - you may choose to either use the average damage or roll. If you choose to roll you must take the rolled result. The standard hit DC in Ephimoria is DC12. In order to land a hit in most circumstances, players must meet or exceed a 12 on a d20. On a &#039;natural&#039; 20, a character does not roll and instead delivers their maximum damage to the target, ignoring armor and resistance. In RP, you are considered to have struck a weak point such as an armor joint or soft spot.&lt;br /&gt;
&lt;br /&gt;
If a character&#039;s &#039;&#039;&#039;HP&#039;&#039;&#039; hits 0, they are knocked unconscious. &#039;&#039;&#039;SP&#039;&#039;&#039; represents your individual resource pool for magical abilities. Certain creatures, races, and other things have natural resistances, immunities and/or vulnerabilities. To find these, they have to be researched and field tested to learn the truth. &lt;br /&gt;
&lt;br /&gt;
For DM&#039;s looking for a place to start, much of how the system works exists in our [[DM&#039;s Guide &amp;amp; Regulations for Dummies|DM&#039;s Guide &amp;amp; Regulations for Dummies]].&lt;br /&gt;
&lt;br /&gt;
Outside of combat, the combat system is passive and serves no purpose.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Game Modes===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
In events, the game mode is determined by the DM, and can comes in one of two different flavors.  Ephimoira&#039;s combat system is not written with PVP as its primary focus as it is primarily a PVE server. When possible and feasible, it is discouraged to initiate rolled combat.&lt;br /&gt;
&lt;br /&gt;
====Story Mode==== &lt;br /&gt;
In a story mode event, the combat system is used as a backup, and a more honor based way of combat takes precedent; combat is fast paced and fluid to keep the story moving. Dice rolls and mechanics are limited, giving players more agency over their emotes as well as any damage their character takes. However, players should be encouraged to still suffer wounds when appropriate and act fairly in regards to their ability to dodge or resist damage. If a disagreement arises or if the situation calls for it, story mode combat ends. Story mode events are prevalent where combat isn&#039;t expected, isn&#039;t high-intensity or is only for narrative purposes.&lt;br /&gt;
&lt;br /&gt;
====Standard Mode==== &lt;br /&gt;
In standard mode, the combat system takes center-stage and all rules are enforced. In this mode, almost everything comes down to dice rolls and numbers. Though the mechanics of the system take precedence, very creative emotes and replies can lead to special bonuses given by the DM, much like in story mode. You are encouraged to still emote your attacks and act in a manner that is both sensible and believable, however damage and wounds are dictated by clearly defined rules. These events generally have more combat or higher intensity where strategy, decision making and cooperation is key to survival. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Turn Order &amp;amp; Actions===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
====Turn Order====&lt;br /&gt;
Combat scenarios have an established turn order. In PVP, turn order is agreed upon by participating parties, otherwise turn order is determined by the DM. &#039;&#039;(Turn order may be established in any number of ways that is agreed upon by all parties, but unless something changes, such as combat ending, it generally will not change once it is established.)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Actions====&lt;br /&gt;
Each turn you may take up to one of each of the following action types in any order.&lt;br /&gt;
&lt;br /&gt;
===== Primary Action =====&lt;br /&gt;
A flexible action you may use to perform an &#039;&#039;&#039;attack&#039;&#039;&#039;, magical or mundane. You may only take one attack action per turn. Alternatively, you may also use this action to perform an additional secondary action or movement action (see below). &lt;br /&gt;
&lt;br /&gt;
=====Secondary Action=====&lt;br /&gt;
A lesser action that covers interactions with the world around you. &#039;&#039;(e.g. opening doors, removing an item from your inventory, pulling a lever (Wrong lever!), consuming a consumable).&#039;&#039; You may forgo a secondary action to move half your &#039;&#039;&#039;MVT&#039;&#039;&#039;. &lt;br /&gt;
*Removing an item from inventory and consuming an item each require their own secondary action, however, this does allow you to continue fighting while prepping a consumable. To do both in one turn would require the use of your primary action.&lt;br /&gt;
&lt;br /&gt;
=====Movement Action=====&lt;br /&gt;
A movement action allows you to move the number of blocks determined by your race’s &#039;&#039;&#039;MVT&#039;&#039;&#039;. You may spend both your primary and secondary action for additional movement. If all actions are spent on movement you are considered to be sprinting.&lt;br /&gt;
&lt;br /&gt;
=====Reaction=====&lt;br /&gt;
Some abilities utilise a reaction. A reaction is an action taken in response to a predetermined trigger. Reactions may only trigger once per round.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
Less common actions that fall outside of those defined above.&lt;br /&gt;
&lt;br /&gt;
=====Hold Action=====&lt;br /&gt;
Instead of taking a primary action, you may instead hold your action. A &#039;hold action&#039; allows you to prepare to take an action outside of your turn. You must specify in advance what the action you are preparing is and what trigger you are waiting for. &#039;&#039;(For example, holding an attack action to ambush an unsuspecting enemy when they emerge from a door.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
Moving follows the movement rules on how far a creature can go during their turn. This may scale depending on the movement scale the DM sets prior to the event, but otherwise default to medium. The range is between &#039;&#039;&#039;Small&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039; and &#039;&#039;&#039;Large&#039;&#039;&#039; scale movement, listed on the &#039;&#039;&#039;Strength &amp;amp; Speed&#039;&#039;&#039; ranks sheet. There may be unique modifiers added to dungeons that change speeds even with the scale, but are unique and event-dependent.&lt;br /&gt;
&lt;br /&gt;
*In the case of swimming, which is listed under [[Swimming Rules]], you can only choose to commit to one of the three options barring special exception.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Health Points &amp;amp; Damage===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Health points (&#039;&#039;&#039;HP&#039;&#039;&#039;) are the health bars of creatures of Ephimoria. They represent the remaining &amp;quot;fight&amp;quot; left in them, and is effectively their constitution.&lt;br /&gt;
&lt;br /&gt;
====Health Points====&lt;br /&gt;
When a creature hits 0 &#039;&#039;&#039;HP&#039;&#039;&#039;, it becomes incapacitated. Should a character take a further 10 points of damage taking them to -10 &#039;&#039;&#039;HP&#039;&#039;&#039; that character is killed and must be revived. Characters left on 0 &#039;&#039;&#039;HP&#039;&#039;&#039; or less after combat must receive immediate medical assistance to stabilise else they bleed out and die. Any character with sufficient medical knowledge can stabilise an incapacitated character returning them to 1 &#039;&#039;&#039;HP&#039;&#039;&#039;, however they are still considered incapacitated until proper medical treatment is received.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ Base HP Table&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! E !! D !! C !! B !! A !! A+ !! EX&lt;br /&gt;
|-&lt;br /&gt;
| Race || Fey, Goblin, Halfling, Sprite || Aervan, Dryad, Shifter || Elf, Satyr, Sinnehliv, Half-Elf || Human, Danakov, Syrien, Vilo’Tae || Half Orc, Dwarf, Leonin || Orc, Draxgar, Minotaur || Hrim Giant, Treant&lt;br /&gt;
|-&lt;br /&gt;
| Base HP || 30 || 33 || 35 || 38 || 40 || 45 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Minor Wound || 3 || 3 || 4 || 4 || 4 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Major Wound || 6 || 6 || 6 || 8 || 8 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Critical Wound || 10 || 11 || 12 || 13 || 13 || 15 || 17&lt;br /&gt;
|-&lt;br /&gt;
| Death Value || -10 || -10 || -10 || -10 || -10 || -10 || -10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1u8toMGvIJ6oeiYsQNe1DbGyixs--mUuQVVFCL1bHZw0/edit#gid=0 Strength and Speed Ranks]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Wounds====&lt;br /&gt;
Wounds are dictated by the amount of damage sustained &#039;&#039;(after any deductions or mitigation)&#039;&#039; rounded down to the nearest whole number. In this fantasy world, injuries &#039;&#039;and even death&#039;&#039; are rarely permanent. With work, time, and good friends, a character is likely to fully recover from any injury. Try to accept these outcomes and see them as a challenge your character must face. It’s okay to feel sad or disappointed but it’s not the end! Every hero faces setbacks they must overcome.&lt;br /&gt;
&lt;br /&gt;
In some circumstances (such as DM-led events) you may request to skip rolling on the critical wound table and instead take an incapacitation. Characters incapacitated in this manner are considered out-of-action and may not return to the event.&lt;br /&gt;
&lt;br /&gt;
Wounds are determined by the amount of damage a character sustains in a single attack.&lt;br /&gt;
=====Minor Wound=====&lt;br /&gt;
An attack that delivers damage below 20% of a character&#039;s total &#039;&#039;&#039;HP&#039;&#039;&#039; is considered a minor wound. These wounds are negligible, equivalent to bruising, scrapes, scratches and minor burns.&lt;br /&gt;
&lt;br /&gt;
=====Major Wound=====&lt;br /&gt;
When a character receives damage equal to, or greater than 20% of their total &#039;&#039;&#039;HP&#039;&#039;&#039; in one attack. These wounds are serious, equivalent to lacerations, broken bones or concussion. A character with a major wound takes -2 to all rolls until healed with the exception of dealing damage. Major wound debuffs will stack.&lt;br /&gt;
&lt;br /&gt;
=====Critical Wound=====&lt;br /&gt;
A critical wound is a life-threatening injury sustained when a character takes damage greater than 33% of their total &#039;&#039;&#039;HP&#039;&#039;&#039; in one attack. These wounds are deadly and will lead to incapacitation and death if not treated urgently. To determine the critical wound, a DM may ask you to roll on the critical wound table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ Critical Wound Table&lt;br /&gt;
|-&lt;br /&gt;
! 1d10 !! Result !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Lost Eye || -4 to ranged attacks&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Lost Foot || Halved movement speed&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lost Hand || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Lost Leg || Requires a check to not fall prone at the start of every turn.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Lost Arm || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Internal Bleeding || 1d4 damage, +1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Punctured Lung || -2 to melee attacks, -1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Nerve Shock || Unable to take actions for 1 turn, +1 each time repeated.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Concussion || Cannot concentrate&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Lost Extremity || No effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Death=====&lt;br /&gt;
Any creature that takes more than 10 damage after being incapacitated is killed and requires revival.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Special Points===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Special Points (&#039;&#039;&#039;SP&#039;&#039;&#039;) are effectively resource pools and determine how much abilities cost, how much is taken away when you cast or do something, and what happens, if anything, when you run out. This resource is uniquely numbered and exclusive depending on the trait you study &#039;&#039;(and adhere to)&#039;&#039; but will always be called &amp;quot;&#039;&#039;&#039;SP&#039;&#039;&#039;&amp;quot; on the character card.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Rolling &amp;amp; Rule of Cool===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Rolling is often used by many tabletop games and in Ephimoria it&#039;s not so different. When a roll is called for, it is most commonly a d20 (or 1d20), give or take the modifiers you posses for that specific action. If a different diceroll is required, it will be asked for on the item, page or otherwise and be explicitly mentioned. Dicerolls range from the common d20, to d12&#039;s, d10&#039;s, d8&#039;s, d6&#039;s, d4&#039;s and d2&#039;s, but any other form or variation may be mentioned or required on the specific pages. The most common actions &#039;&#039;(during combat)&#039;&#039; will usually require a d20, such as making an attack, jumping from ledge to ledge, or anything as far-fetched as trying to do a crazy maneuver that otherwise might not work without a roll! &lt;br /&gt;
&lt;br /&gt;
You will generally know when you have to roll and when you don&#039;t, as the item or rule will tell you to, or the DM will instruct you to do so. The rule of cool follows this prospect. If a creature wishes to do something that, while normally pretty insane, might just work, the DM is allowed (or can decline) to utilize the so called &amp;quot;Rule of Cool&amp;quot; by allowing you in some shape or form &#039;&#039;(usually a roll)&#039;&#039; to have a chance to achieve your objective, no matter what it might be. This optional rule is only used in PVE.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Resistances, Immunities &amp;amp; Vulnerabilities===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Some creatures posses natural abilities to resist or be immune to certain types of damage. They can also be vulnerable to such damage types as well, which means that specialization and preparation for many situations is important. A creature who is resistant to a certain type of damage will receive &#039;&#039;&#039;half damage&#039;&#039;&#039; when that type hits it, rounded down to the nearest whole number. When it is immune, it will take no damage at all. When vulnerable, a creature will take &#039;&#039;&#039;double damage&#039;&#039;&#039; from that specific type rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
Many materials and armor posses traits similar to this, and allow, with enough information beforehand, to make what could be a tougher fight far more feasible. Any resistance, immunity or vulnerability will be listed on the material page or item itself if it possesses one.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Damage Types &amp;amp; Mitigation]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Status Effects===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Status Effects are the variety of effects that can occur as extra to certain types of damage or abilities when they succeed or are set off properly. Stemming from the positive enhancements to the negative crippling effects, to the exhaustion and dread systems, status effects have a large part to play in more advanced and complex fights.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Status Effects]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2276</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2276"/>
		<updated>2024-11-09T11:00:14Z</updated>

		<summary type="html">&lt;p&gt;Welshei: General rewrite of the combat system for readability.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Overview===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Ephimoria uses a strict RPG and roll-based approach to combat following a 20-sided die (d20). The three main elements that dictate everything are health points (&#039;&#039;&#039;HP&#039;&#039;&#039;), special points (&#039;&#039;&#039;SP&#039;&#039;&#039;), and movement distance (&#039;&#039;&#039;MVT&#039;&#039;&#039;). Your race, type of special ability, special events, and any artifacts or relics will all affect your character and their resource maximums.&lt;br /&gt;
&lt;br /&gt;
Damage is based on the damage type &#039;&#039;(e.g. fire, frost)&#039;&#039; and will have an optional damage dice attached to it - you may choose to either use the average damage or roll. If you choose to roll you must take the rolled result. The standard hit DC in Ephimoria is DC12. In order to land a hit in most circumstances, players must meet or exceed a 12 on a d20. On a &#039;natural&#039; 20, a character does not roll and instead delivers their maximum damage to the target, ignoring armor and resistance. In RP, you are considered to have struck a weak point such as an armor joint or soft spot.&lt;br /&gt;
&lt;br /&gt;
If a character&#039;s &#039;&#039;&#039;HP&#039;&#039;&#039; hits 0, they are knocked unconscious. &#039;&#039;&#039;SP&#039;&#039;&#039; represents your individual resource pool for magical abilities. Certain creatures, races, and other things have natural resistances, immunities and/or vulnerabilities. To find these, they have to be researched and field tested to learn the truth. &lt;br /&gt;
&lt;br /&gt;
For DM&#039;s looking for a place to start, much of how the system works exists in our [[DM&#039;s Guide &amp;amp; Regulations for Dummies|DM&#039;s Guide &amp;amp; Regulations for Dummies]].&lt;br /&gt;
&lt;br /&gt;
Outside of combat, the combat system is passive and serves no purpose.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Game Modes===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
In events, the game mode is determined by the DM, and can comes in one of two different flavors.  Ephimoira&#039;s combat system is not written with PVP as its primary focus as it is primarily a PVE server. When possible and feasible, it is discouraged to initiate rolled combat.&lt;br /&gt;
&lt;br /&gt;
====Story Mode==== &lt;br /&gt;
In a story mode event, the combat system is used as a backup, and a more honor based way of combat takes precedent; combat is fast paced and fluid to keep the story moving. Dice rolls and mechanics are limited, giving players more agency over their emotes as well as any damage their character takes. However, players should be encouraged to still suffer wounds when appropriate and act fairly in regards to their ability to dodge or resist damage. If a disagreement arises or if the situation calls for it, story mode combat ends. Story mode events are prevalent where combat isn&#039;t expected, isn&#039;t high-intensity or is only for narrative purposes.&lt;br /&gt;
&lt;br /&gt;
====Standard Mode==== &lt;br /&gt;
In standard mode, the combat system takes center-stage and all rules are enforced. In this mode, almost everything comes down to dice rolls and numbers. Though the mechanics of the system take precedence, very creative emotes and replies can lead to special bonuses given by the DM, much like in story mode. You are encouraged to still emote your attacks and act in a manner that is both sensible and believable, however damage and wounds are dictated by clearly defined rules. These events generally have more combat or higher intensity where strategy, decision making and cooperation is key to survival. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Turn Order &amp;amp; Actions===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
====Turn Order====&lt;br /&gt;
Combat scenarios have an established turn order. In PVP, turn order is agreed upon by participating parties, otherwise turn order is determined by the DM. &#039;&#039;(Turn order may be established in any number of ways that is agreed upon by all parties, but unless something changes, such as combat ending, it generally will not change once it is established.)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Actions====&lt;br /&gt;
Each turn you may take up to one of each of the following action types in any order.&lt;br /&gt;
&lt;br /&gt;
===== Primary Action =====&lt;br /&gt;
A flexible action you may use to perform an &#039;&#039;&#039;attack&#039;&#039;&#039;, magical or mundane. You may only take one attack action per turn. Alternatively, you may also use this action to perform an additional secondary action or movement action (see below). &lt;br /&gt;
&lt;br /&gt;
=====Secondary Action=====&lt;br /&gt;
A lesser action that covers interactions with the world around you. &#039;&#039;(e.g. opening doors, removing an item from your inventory, pulling a lever (Wrong lever!), consuming a consumable).&#039;&#039; You may forgo a secondary action to move half your &#039;&#039;&#039;MVT&#039;&#039;&#039;. &lt;br /&gt;
*Removing an item from inventory and consuming an item each require their own secondary action, however, this does allow you to continue fighting while prepping a consumable. To do both in one turn would require the use of your primary action.&lt;br /&gt;
&lt;br /&gt;
=====Movement Action=====&lt;br /&gt;
A movement action allows you to move the number of blocks determined by your race’s &#039;&#039;&#039;MVT&#039;&#039;&#039;. You may spend both your primary and secondary action for additional movement. If all actions are spent on movement you are considered to be sprinting.&lt;br /&gt;
&lt;br /&gt;
=====Reaction=====&lt;br /&gt;
Some abilities utilise a reaction. A reaction is an action taken in response to a predetermined trigger. Reactions may only trigger once per round.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
Less common actions that fall outside of those defined above.&lt;br /&gt;
&lt;br /&gt;
=====Hold Action=====&lt;br /&gt;
Instead of taking a primary action, you may instead hold your action. A &#039;hold action&#039; allows you to prepare to take an action outside of your turn. You must specify in advance what the action you are preparing is and what trigger you are waiting for. &#039;&#039;(For example, holding an attack action to ambush an unsuspecting enemy when they emerge from a door.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
Moving follows the movement rules on how far a creature can go during their turn. This may scale depending on the movement scale the DM sets prior to the event, but otherwise default to medium. The range is between &#039;&#039;&#039;Small&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039; and &#039;&#039;&#039;Large&#039;&#039;&#039; scale movement, listed on the &#039;&#039;&#039;Strength &amp;amp; Speed&#039;&#039;&#039; ranks sheet. There may be unique modifiers added to dungeons that change speeds even with the scale, but are unique and event-dependent.&lt;br /&gt;
&lt;br /&gt;
*In the case of swimming, which is listed under [[Swimming Rules]], you can only choose to commit to one of the three options barring special exception.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Health Points &amp;amp; Damage===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Health points (&#039;&#039;&#039;HP&#039;&#039;&#039;) are the health bars of creatures of Ephimoria. They represent the remaining &amp;quot;fight&amp;quot; left in them, and is effectively their constitution.&lt;br /&gt;
&lt;br /&gt;
====Health Points====&lt;br /&gt;
When a creature hits 0 &#039;&#039;&#039;HP&#039;&#039;&#039;, it becomes incapacitated. Should a character take a further 10 points of damage taking them to -10 &#039;&#039;&#039;HP&#039;&#039;&#039; that character is killed and must be revived. Characters left on 0 &#039;&#039;&#039;HP&#039;&#039;&#039; or less after combat must receive immediate medical assistance to stabilise else they bleed out and die. Any character with sufficient medical knowledge can stabilise an incapacitated character returning them to 1 &#039;&#039;&#039;HP&#039;&#039;&#039;, however they are still considered incapacitated until proper medical treatment is received.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Base HP Table&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! E !! D !! C !! B !! A !! A+ !! EX&lt;br /&gt;
|-&lt;br /&gt;
| Race || Fey, Goblin, Halfling, Sprite || Aervan, Dryad, Shifter || Elf, Satyr, Sinnehliv, Half-Elf || Human, Danakov, Syrien, Vilo’Tae || Half Orc, Dwarf, Leonin || Orc, Draxgar, Minotaur || Hrim Giant, Treant&lt;br /&gt;
|-&lt;br /&gt;
| Base HP || 30 || 33 || 35 || 38 || 40 || 45 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Minor Wound || 3 || 3 || 4 || 4 || 4 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Major Wound || 6 || 6 || 6 || 8 || 8 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Critical Wound || 10 || 11 || 12 || 13 || 13 || 15 || 17&lt;br /&gt;
|-&lt;br /&gt;
| Death Value || -10 || -10 || -10 || -10 || -10 || -10 || -10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1u8toMGvIJ6oeiYsQNe1DbGyixs--mUuQVVFCL1bHZw0/edit#gid=0 Strength and Speed Ranks]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Wounds====&lt;br /&gt;
Wounds are dictated by the amount of damage sustained &#039;&#039;(after any deductions or mitigation)&#039;&#039; rounded down to the nearest whole number. In this fantasy world, injuries &#039;&#039;and even death&#039;&#039; are rarely permanent. With work, time, and good friends, a character is likely to fully recover from any injury. Try to accept these outcomes and see them as a challenge your character must face. It’s okay to feel sad or disappointed but it’s not the end! Every hero faces setbacks they must overcome.&lt;br /&gt;
&lt;br /&gt;
In some circumstances (such as DM-led events) you may request to skip rolling on the critical wound table and instead take an incapacitation. Characters incapacitated in this manner are considered out-of-action and may not return to the event.&lt;br /&gt;
&lt;br /&gt;
Wounds are determined by the amount of damage a character sustains in a single attack.&lt;br /&gt;
=====Minor Wound=====&lt;br /&gt;
An attack that delivers damage below 20% of a character&#039;s total &#039;&#039;&#039;HP&#039;&#039;&#039; is considered a minor wound. These wounds are negligible, equivalent to bruising, scrapes, scratches and minor burns.&lt;br /&gt;
&lt;br /&gt;
=====Major Wound=====&lt;br /&gt;
When a character receives damage equal to, or greater than 20% of their total &#039;&#039;&#039;HP&#039;&#039;&#039; in one attack. These wounds are serious, equivalent to lacerations, broken bones or concussion. A character with a major wound takes -2 to all rolls until healed with the exception of dealing damage. Major wound debuffs will stack.&lt;br /&gt;
&lt;br /&gt;
=====Critical Wound=====&lt;br /&gt;
A critical wound is a life-threatening injury sustained when a character takes damage greater than 33% of their total &#039;&#039;&#039;HP&#039;&#039;&#039; in one attack. These wounds are deadly and will lead to incapacitation and death if not treated urgently. To determine the critical wound, a DM may ask you to roll on the critical wound table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Wound Table&lt;br /&gt;
|-&lt;br /&gt;
! 1d10 !! Result !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Lost Eye || -4 to ranged attacks&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Lost Foot || Halved movement speed&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lost Hand || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Lost Leg || Requires a check to not fall prone at the start of every turn.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Lost Arm || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Internal Bleeding || 1d4 damage, +1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Punctured Lung || -2 to melee attacks, -1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Nerve Shock || Unable to take actions for 1 turn, +1 each time repeated.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Concussion || Cannot concentrate&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Lost Extremity || No effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Death=====&lt;br /&gt;
Any creature that takes more than 10 damage after being incapacitated is killed and requires revival.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Special Points===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Special Points (&#039;&#039;&#039;SP&#039;&#039;&#039;) are effectively resource pools and determine how much abilities cost, how much is taken away when you cast or do something, and what happens, if anything, when you run out. This resource is uniquely numbered and exclusive depending on the trait you study &#039;&#039;(and adhere to)&#039;&#039; but will always be called &amp;quot;&#039;&#039;&#039;SP&#039;&#039;&#039;&amp;quot; on the character card.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Rolling &amp;amp; Rule of Cool===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Rolling is often used by many tabletop games and in Ephimoria it&#039;s not so different. When a roll is called for, it is most commonly a d20 (or 1d20), give or take the modifiers you posses for that specific action. If a different diceroll is required, it will be asked for on the item, page or otherwise and be explicitly mentioned. Dicerolls range from the common d20, to d12&#039;s, d10&#039;s, d8&#039;s, d6&#039;s, d4&#039;s and d2&#039;s, but any other form or variation may be mentioned or required on the specific pages. The most common actions &#039;&#039;(during combat)&#039;&#039; will usually require a d20, such as making an attack, jumping from ledge to ledge, or anything as far-fetched as trying to do a crazy maneuver that otherwise might not work without a roll! &lt;br /&gt;
&lt;br /&gt;
You will generally know when you have to roll and when you don&#039;t, as the item or rule will tell you to, or the DM will instruct you to do so. The rule of cool follows this prospect. If a creature wishes to do something that, while normally pretty insane, might just work, the DM is allowed (or can decline) to utilize the so called &amp;quot;Rule of Cool&amp;quot; by allowing you in some shape or form &#039;&#039;(usually a roll)&#039;&#039; to have a chance to achieve your objective, no matter what it might be. This optional rule is only used in PVE.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Resistances, Immunities &amp;amp; Vulnerabilities===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Some creatures posses natural abilities to resist or be immune to certain types of damage. They can also be vulnerable to such damage types as well, which means that specialization and preparation for many situations is important. A creature who is resistant to a certain type of damage will receive &#039;&#039;&#039;half damage&#039;&#039;&#039; when that type hits it, rounded down to the nearest whole number. When it is immune, it will take no damage at all. When vulnerable, a creature will take &#039;&#039;&#039;double damage&#039;&#039;&#039; from that specific type rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
Many materials and armor posses traits similar to this, and allow, with enough information beforehand, to make what could be a tougher fight far more feasible. Any resistance, immunity or vulnerability will be listed on the material page or item itself if it possesses one.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Damage Types &amp;amp; Mitigation]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Status Effects===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Status Effects are the variety of effects that can occur as extra to certain types of damage or abilities when they succeed or are set off properly. Stemming from the positive enhancements to the negative crippling effects, to the exhaustion and dread systems, status effects have a large part to play in more advanced and complex fights.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Status Effects]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2237</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2237"/>
		<updated>2024-11-07T12:00:56Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Updated combat overview to be more concise and remove errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Overview===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Ephimoria uses a strict RPG and roll-based approach to combat following a 20-sided die (D20). The three main elements that dictate everything are health points (&#039;&#039;&#039;HP&#039;&#039;&#039;), special points (&#039;&#039;&#039;SP&#039;&#039;&#039;), and movement (&#039;&#039;&#039;MVT&#039;&#039;&#039;). Your race, type of special ability, special events, and any artifacts or relics will all affect your character and their resource maximums.&lt;br /&gt;
&lt;br /&gt;
Damage is based on the damage type (e.g. fire, frost) and will have an optional damage dice attached to it - you may choose to either use the average damage or roll. If you choose to roll you must take the rolled result. The standard hit DC in Ephimoria is DC12. In order to land a hit in most circumstances, players must meet or exceed a 12 on a D20. On a &#039;natural&#039; 20, a character does not roll and instead delivers their maximum damage to the target, ignoring armor and resistance. In RP, you are considered to have struck a weak point such as an armor joint or soft spot.&lt;br /&gt;
&lt;br /&gt;
If a character&#039;s &#039;&#039;&#039;HP&#039;&#039;&#039; hits 0, they are knocked unconscious. &#039;&#039;&#039;SP&#039;&#039;&#039; represents your individual resource pool for magical abilities. Certain creatures, races, and other things have natural resistances, immunities and/or vulnerabilities. To find these, they have to be researched and field tested to learn the truth. &lt;br /&gt;
&lt;br /&gt;
For DM&#039;s looking for a place to start, much of how the system works exists in our [[index.php?title=DM&#039;s Guide &amp;amp; Regulations for Dummies=|DM&#039;s Guide &amp;amp; Regulations for Dummies]].&lt;br /&gt;
&lt;br /&gt;
Outside of combat, the combat system is passive and serves no purpose.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Game Modes===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
The game mode of the event is determined by the DM prior to the start of the event, and comes in two different flavors. In a story mode event, the combat system is used as a backup, and the more honor based way of doing things takes precedent and rolling is mostly replaced. Story mode events are more prevalent where combat isn&#039;t expected, isn&#039;t high in intensity or is only for narrative purposes. In standard mode, the combat system takes center stage, and all the rules of the system are enforced for the purposes of the event. These events generally have more combat or higher intensity where strategy, decision making and cooperation is key to survival. The combat system employed by Ephimoira is not written with much consideration for PVP. Ephimoira is primarily a PVE server. While possible, it is discouraged as the systems in place may feel unbalanced.&lt;br /&gt;
&lt;br /&gt;
====Story Mode==== &lt;br /&gt;
In story mode, combat is fast paced and fluid to keep the story moving. Dice rolls and mechanics are limited, giving players more agency over their emotes as well as any damage their character takes. However, players should still suffer wounds and act fairly in regards to their ability to dodge or resist damage. If at any point there is a disagreement or if the situation calls for it, story mode combat ends.&lt;br /&gt;
&lt;br /&gt;
====Standard Mode==== &lt;br /&gt;
In standard mode, almost everything comes down to dice rolls and numbers. Though the mechanics of the system take precedence, better and more creative emotes and replies can lead to special bonuses given by the DM as per usual like in story mode. Players should still emote their attacks and act in a manner that is both sensible and believable, however damage and wounds are dictated by clearly defined rules.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Turn Order &amp;amp; Actions===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
====Turn Order====&lt;br /&gt;
Every combat scenario will have an established turn order. This turn order is agreed upon by both parties in the case of PVP, or by the DM in the case of PVE. The turn order may be established in any number of ways that is entirely up to both parties, but unless something changes, such as combat ending, it generally will not change once it is established. &lt;br /&gt;
&lt;br /&gt;
====Actions====&lt;br /&gt;
Each turn you have one of each of the following actions to take in any order you wish.&lt;br /&gt;
&lt;br /&gt;
=====Primary Action=====&lt;br /&gt;
A flexible action you may use to perform an attack, magical or mundane. You may only take one attack action per turn. Alternatively, you may also use this action to perform an additional  secondary action or movement action. &lt;br /&gt;
&lt;br /&gt;
=====Secondary Action=====&lt;br /&gt;
A lesser action covers interactions with the world around you. For example, opening doors, removing an item from your inventory, pulling a lever (Wrong lever!), consuming a consumable. You may forgo a secondary action to move half your move distance. &lt;br /&gt;
*Removing an item from inventory and consuming an item each requires its own secondary action, however, this does allow you to continue fighting while prepping a consumable. To do both in one turn would require the use of your primary action.&lt;br /&gt;
&lt;br /&gt;
=====Movement Action=====&lt;br /&gt;
A movement action allows you to move the number of blocks determined by your race’s speed rank. You may spend both your primary and secondary action for additional movement. If all actions are spent on movement you are considered to be sprinting.&lt;br /&gt;
&lt;br /&gt;
=====Reaction=====&lt;br /&gt;
Some abilities utilise a reaction. A reaction is an action taken in response to a predetermined trigger. Reactions may only trigger once per round.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
Less common actions that fall outside of those defined above.&lt;br /&gt;
&lt;br /&gt;
=====Hold Action=====&lt;br /&gt;
Instead of taking a primary action, you may instead take a hold action. A hold action allows you to prepare to take an action outside of your turn. You must specify in advance what the action you are preparing is and what trigger you are waiting for. For example, holding an attack action to ambush an unsuspecting enemy when they emerge from a door.&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
Moving is self explanatory, and follows the movement rules on how far a creature can go during their turn. This can scale depending on the scale the DM has set prior to the event starting, but is otherwise default at medium. The range is between Small, Medium and Large scale movement, listed on the Strength &amp;amp; Speed ranks sheet. These vary due to the size and scale of dungeons and builds, allowing the dm to choose an option that doesn&#039;t make a fight move at a snails pace due to everyone being too slow. There may be unique modifiers added to dungeons that change these speeds even with the scale, but are unique and event dependent and will not be listed here.&lt;br /&gt;
&lt;br /&gt;
*In the case of swimming, which is listed under [[Swimming Rules]], you can only choose to commit to one of the three options barring special exception.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hit Points &amp;amp; Damage===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Hit points are the health bars of the creatures of Ephimoria. They represent the remaining &amp;quot;fight&amp;quot; left in them, and is effectively their constitution, or whatever is left of it. When a creature hits 0 hitpoints, three options become available.&lt;br /&gt;
&lt;br /&gt;
====Hit Points====&lt;br /&gt;
Hit points (HP) dictate how much damage a character can take, the base value of which is determined by race. When hit points reach 0, a character is incapacitated. Should a character take a further 10 points of damage taking them to -10 HP a character is killed and must be revived. Characters left on 0 HP or less after combat must receive immediate medical assistance to stabilise else they will bleed out and die. Any character with sufficient medical knowledge can stabilise an incapacitated character returning them to 1 HP, however they are still considered incapacitated until proper medical treatment is received.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Base HP Table&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! F !! E !! D !! C !! B !! A !! EX&lt;br /&gt;
|-&lt;br /&gt;
| Race || Fey Goblin Halfling Sprite || Aervan Dryad Shifter || Elf Satyr Sinnehliv Half-Elf || Human Danakov Syrien Vilo’Tae || Half Orc Dwarf Leonin || Orc Draxgar Minotaur || Hrim Giant Treant&lt;br /&gt;
|-&lt;br /&gt;
| Base HP || 30 || 33 || 35 || 38 || 40 || 45 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Minor Wound || 3 || 3 || 4 || 4 || 4 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Major Wound || 6 || 6 || 6 || 8 || 8 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Critical Wound || 10 || 11 || 12 || 13 || 13 || 15 || 17&lt;br /&gt;
|-&lt;br /&gt;
| Death Value || -10 || -10 || -10 || -10 || -10 || -10 || -10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1u8toMGvIJ6oeiYsQNe1DbGyixs--mUuQVVFCL1bHZw0/edit#gid=0 Strength and Speed Ranks]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Wounds====&lt;br /&gt;
Wounds are dictated by the amount of damage sustained after any deduction or mitigation rounded to the nearest whole number. In this dark fantasy world, injuries and even death are rarely permanent. With work, time and good friends a character is likely to fully recover from any injury. Try to accept these outcomes and see them as a challenge your character must face. It’s okay to feel sad or disappointed but it’s not the end! Every hero faces setbacks they must overcome. This is yours!&lt;br /&gt;
&lt;br /&gt;
In some circumstances (such as DM’d events) you may request to skip rolling on the critical wound table and instead take an incapacitation. Characters incapacitated in this manner are considered out of action and may not return to the event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Wound Table&lt;br /&gt;
|-&lt;br /&gt;
! 1d10 !! Result !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Lost Eye || -4 to ranged attacks&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Lost Foot || Halved movement speed&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lost Hand || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Lost Leg || Requires a check to not fall prone at the start of every turn.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Lost Arm || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Internal Bleeding || 1d4 damage, +1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Punctured Lung || -2 to melee attacks, -1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Nerve Shock || Unable to take actions for 1 turn, +1 each time repeated.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Concussion || Cannot concentrate&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Lost Extremity || No effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Minor Wound=====&lt;br /&gt;
A minor wound is considered any damage below 1/10th of a character&#039;s total HP delivered in one attack. These wounds are negligible, equivalent to bruising, scrapes, scratches and minor burns.&lt;br /&gt;
&lt;br /&gt;
=====Major Wound=====&lt;br /&gt;
A major wound is sustained when a character receives damage greater than 1/5th of their total HP in one attack. These wounds are serious, equivalent to lacerations, broken bones or concussion. A character with a major wound takes -2 to all rolls going forward with the exception of dealing damage. Major wound debuffs stack.&lt;br /&gt;
&lt;br /&gt;
=====Critical Wound=====&lt;br /&gt;
A critical wound is a life threatening injury sustained when a character takes damage greater than 1/3rd of their total HP in one attack. These wounds are deadly and will lead to incapacitation and death if not treated urgently. A character with a critical wound takes -5 to all rolls going forward with the exception of dealing damage. To determine the critical wound a DM may ask you to roll on the critical wound table. &lt;br /&gt;
&lt;br /&gt;
=====Death=====&lt;br /&gt;
Any creature that takes more than 10 damage after being incapacitated is killed and requires revival.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Weapon Types &amp;amp; Stances]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Points===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Special Points are effectively resource pools. These are called different names for flavor sake, but fall under the same umbrella. They determine the amount of resources you posses, how much something costs, how much is taken away when you cast or do something, and what happens, if anything, when you run out. This resource is uniquely numbered and exclusive depending on the trait you study and adhere to but will always be called &amp;quot;SP&amp;quot; on the character card.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Concepts#The Forces|The Forces]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Resolve===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Resolve is the term which is used when a creature tries to hit or to do something that is not standing still or mundane in nature. This will often be a set number and a roll will be required to either meet or exceed it to successfully complete that action. You may not always be aware of that number. Resolve is used as your armor or evasion skills, and determines how hard you and/or the creature you are fighting is to hit. These numbers can be increased or decreased based on race, debuffs or buffs, the clothing or armor you are wearing, and environmental factors. If someone MEETS the circumstances resolve requirement, which means they hit the exact number when they roll, the attempt is a success. Resolve is also how difficult doing something your character is not used to doing is, or something different occurring about a certain situation that requires you to roll.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Resolve]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rolling &amp;amp; Rule of Cool===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Rolling is a system often used by many tabletop games, and in Ephimoria it is not much different from where it is inspired from. When a roll is called for, it is most commonly in the form of a d20 (or 1d20), give or take the modifiers you posses for that specific action. If there is a different diceroll required, it will be asked for on the item, page or otherwise and be explicitly mentioned. Dicerolls will range from the common d20, to d12&#039;s, d10&#039;s, d8&#039;s, d6&#039;s, d4&#039;s and d2&#039;s, but any other form or variation may be mentioned or required on the specific pages. The most common actions (during combat) will usually require a d20, such as making an attack, jumping from ledge to ledge if a roll is requested, or anything as far fetched as trying to do a crazy maneuver that otherwise might not work without a roll. You will generally know when you have to roll and when you don&#039;t, as the item or rule will tell you to, or the dm will instruct you to do so. Rolling is only something that is during combat or requested by a dm during an event if they so please.&lt;br /&gt;
&lt;br /&gt;
The rule of cool follows this prospect. If a creature wishes to do something that, while normally pretty insane, might just work, the dm is allowed (or can decline) to utilize the so called &amp;quot;Rule of Cool&amp;quot; by allowing you in some shape or form (usually a roll) to have a chance to achieve your objective, no matter how crazy it might be. This is only used in PVE, so keep that in mind, as pvp rules do not include this element.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Resistances, Immunities &amp;amp; Vulnerabilities===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Some creatures inherently posses natural abilities to resist or be immune to certain types of damage. They can also be vulnerable to such things as well, which means that specialization and preparation for many situations is important. A creature who is resistant to a certain type of damage will receive half damage when that type hits it, rounded down to the nearest number (If the division results in decimals). When it is immune, it will take no damage at all, and when it is vulnerable, it will take double damage from that specific type rounded up to the nearest number (If the division results in decimals). Many materials and armor posses traits similar to this, and allow, with enough information beforehand, to make what could be a tougher fight far more feasible. Any resistance, immunity or vulnerability will be listed on the material page or item itself if it possesses one.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Damage Types]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Buffs &amp;amp; Debuffs===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Buffs and debuffs are relatively self explanatory in what they are in a general use term, but every buff and debuff is entirely unique in what it does. A buff is generally something that directly strengthens or bolsters something, and is almost always a positive effect. A debuff is that which is the opposite, a general effect that is almost always negative. Because they come in so many different forms, they all follow their own rules listed on their pages for you to follow.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Status Effects===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Status Effects are the variety of effects that can occur as extra to certain types of damage or abilities when they succeed or are set off properly. Stemming from the positive enhancements to the negative crippling effects, to the exhaustion and dread systems, status effects have a large part to play in more advanced and complex fights.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Status Effects]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Damage Mitigation===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Damage mitigation is an always flat amount of damage that is deducted off the total amount off damage a creature receives. This can be caused by any number of reasons, such as a buff or ability, but will be explicitly stated if it occurs on the relevant pages and items. An example would be that you have taken 6 points of damage from a sword, but the buff you have removes three points of any incoming damage, thus making the total 3, not 6.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Damage Mitigation]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2116</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2116"/>
		<updated>2024-07-19T21:37:21Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Changed server IP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Server IP:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Official Discord&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Dynmap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;ptd.atnr.uk&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Icon-Discord.png|20px|center|link=https://discord.gg/5yvemBFaXM]]&lt;br /&gt;
|style=&amp;quot;text-align:center|[https://dmape.atnr.uk]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|{{WelcometoWiki}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria|Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock]]&lt;br /&gt;
*[[Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria]]&lt;br /&gt;
**[[Outer Realms]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Guilds]]&lt;br /&gt;
*[[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts]]&lt;br /&gt;
*[[Beyond the Fracture#traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[???|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Old Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;| Lost Knowledge !! [[The Lost Realms]]!! [[The Fallen Forces]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timeline of Aethier|Before the End]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Old World]]&lt;br /&gt;
*[[The Lost Continents]]&lt;br /&gt;
*[[The Lost Dimensions]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Lost Pantheon]]&lt;br /&gt;
*[[Greater Demons]]&lt;br /&gt;
*[[Elder Dragons]]&lt;br /&gt;
*[[Archfey]]&lt;br /&gt;
*[[Vaya Lords]]&lt;br /&gt;
*[[The Fallen Forces#aura|Aura]]&lt;br /&gt;
*[[The Fallen Forces#mana|Mana]]&lt;br /&gt;
*[[The Fallen Forces#shakti|Shakti]]&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Damage Types]]&lt;br /&gt;
*[[Strength &amp;amp; Speed Ranks|Strength &amp;amp; Speed Ranks]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries]]&lt;br /&gt;
*[[Races Blood &amp;amp; Essence Chart]]&lt;br /&gt;
*[[Airship Mechanics]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[[Official Newcomer Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|The basic guide to help you make a character, understand some basic commands, and get into the world of Ephimoria!&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2115</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2115"/>
		<updated>2024-07-18T23:27:40Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Changed discord link to be discord icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Server IP:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Official Discord&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Dynmap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|mc.aethier.co.uk&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Icon-Discord.png|20px|center|link=https://discord.gg/5yvemBFaXM]]&lt;br /&gt;
|style=&amp;quot;text-align:center|[https://dmape.atnr.uk]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|{{WelcometoWiki}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria|Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock]]&lt;br /&gt;
*[[Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria]]&lt;br /&gt;
**[[Outer Realms]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Guilds]]&lt;br /&gt;
*[[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts]]&lt;br /&gt;
*[[Beyond the Fracture#traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[???|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Old Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;| Lost Knowledge !! [[The Lost Realms]]!! [[The Fallen Forces]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timeline of Aethier|Before the End]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Old World]]&lt;br /&gt;
*[[The Lost Continents]]&lt;br /&gt;
*[[The Lost Dimensions]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Lost Pantheon]]&lt;br /&gt;
*[[Greater Demons]]&lt;br /&gt;
*[[Elder Dragons]]&lt;br /&gt;
*[[Archfey]]&lt;br /&gt;
*[[Vaya Lords]]&lt;br /&gt;
*[[The Fallen Forces#aura|Aura]]&lt;br /&gt;
*[[The Fallen Forces#mana|Mana]]&lt;br /&gt;
*[[The Fallen Forces#shakti|Shakti]]&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Damage Types]]&lt;br /&gt;
*[[Strength &amp;amp; Speed Ranks|Strength &amp;amp; Speed Ranks]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries]]&lt;br /&gt;
*[[Races Blood &amp;amp; Essence Chart]]&lt;br /&gt;
*[[Airship Mechanics]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[[Official Newcomer Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|The basic guide to help you make a character, understand some basic commands, and get into the world of Ephimoria!&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=File:Icon-Discord.png&amp;diff=2114</id>
		<title>File:Icon-Discord.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=File:Icon-Discord.png&amp;diff=2114"/>
		<updated>2024-07-18T23:14:21Z</updated>

		<summary type="html">&lt;p&gt;Welshei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2112</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2112"/>
		<updated>2024-07-18T22:44:57Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Updated discord link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Server IP:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Official Discord&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Dynmap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|mc.aethier.co.uk&lt;br /&gt;
|style=&amp;quot;text-align:center|[https://discord.gg/5yvemBFaXM]&lt;br /&gt;
|style=&amp;quot;text-align:center|[https://dmape.atnr.uk]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|{{WelcometoWiki}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria|Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock]]&lt;br /&gt;
*[[Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria]]&lt;br /&gt;
**[[Outer Realms]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Guilds]]&lt;br /&gt;
*[[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts]]&lt;br /&gt;
*[[Beyond the Fracture#traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[???|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Old Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;| Lost Knowledge !! [[The Lost Realms]]!! [[The Fallen Forces]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timeline of Aethier|Before the End]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Old World]]&lt;br /&gt;
*[[The Lost Continents]]&lt;br /&gt;
*[[The Lost Dimensions]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Lost Pantheon]]&lt;br /&gt;
*[[Greater Demons]]&lt;br /&gt;
*[[Elder Dragons]]&lt;br /&gt;
*[[Archfey]]&lt;br /&gt;
*[[Vaya Lords]]&lt;br /&gt;
*[[The Fallen Forces#aura|Aura]]&lt;br /&gt;
*[[The Fallen Forces#mana|Mana]]&lt;br /&gt;
*[[The Fallen Forces#shakti|Shakti]]&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Damage Types]]&lt;br /&gt;
*[[Strength &amp;amp; Speed Ranks|Strength &amp;amp; Speed Ranks]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries]]&lt;br /&gt;
*[[Races Blood &amp;amp; Essence Chart]]&lt;br /&gt;
*[[Airship Mechanics]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[[Official Newcomer Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|The basic guide to help you make a character, understand some basic commands, and get into the world of Ephimoria!&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2111</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2111"/>
		<updated>2024-07-18T02:50:09Z</updated>

		<summary type="html">&lt;p&gt;Welshei: Removed redundant forum link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Server IP:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Official Discord&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Dynmap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|mc.aethier.co.uk&lt;br /&gt;
|style=&amp;quot;text-align:center|[https://www.aethier.co.uk/IPS/index.php?/discord/invite/general/ Aethier Discord]&lt;br /&gt;
|style=&amp;quot;text-align:center|[https://dmape.atnr.uk]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|{{WelcometoWiki}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria|Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock]]&lt;br /&gt;
*[[Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria]]&lt;br /&gt;
**[[Outer Realms]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Guilds]]&lt;br /&gt;
*[[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts]]&lt;br /&gt;
*[[Beyond the Fracture#traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[???|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Old Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;| Lost Knowledge !! [[The Lost Realms]]!! [[The Fallen Forces]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timeline of Aethier|Before the End]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Old World]]&lt;br /&gt;
*[[The Lost Continents]]&lt;br /&gt;
*[[The Lost Dimensions]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Lost Pantheon]]&lt;br /&gt;
*[[Greater Demons]]&lt;br /&gt;
*[[Elder Dragons]]&lt;br /&gt;
*[[Archfey]]&lt;br /&gt;
*[[Vaya Lords]]&lt;br /&gt;
*[[The Fallen Forces#aura|Aura]]&lt;br /&gt;
*[[The Fallen Forces#mana|Mana]]&lt;br /&gt;
*[[The Fallen Forces#shakti|Shakti]]&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Damage Types]]&lt;br /&gt;
*[[Strength &amp;amp; Speed Ranks|Strength &amp;amp; Speed Ranks]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries]]&lt;br /&gt;
*[[Races Blood &amp;amp; Essence Chart]]&lt;br /&gt;
*[[Airship Mechanics]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[[Official Newcomer Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|The basic guide to help you make a character, understand some basic commands, and get into the world of Ephimoria!&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2110</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Main_Page&amp;diff=2110"/>
		<updated>2024-07-18T02:47:44Z</updated>

		<summary type="html">&lt;p&gt;Welshei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{|style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Server IP:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Forums&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Official Discord&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center|&#039;&#039;&#039;Dynmap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|mc.aethier.co.uk&lt;br /&gt;
|style=&amp;quot;text-align:center|[https://www.aethier.co.uk/ Aethier Forums]&lt;br /&gt;
|style=&amp;quot;text-align:center|[https://www.aethier.co.uk/IPS/index.php?/discord/invite/general/ Aethier Discord]&lt;br /&gt;
|style=&amp;quot;text-align:center|[https://dmape.atnr.uk]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:65%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot;|{{WelcometoWiki}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 10px;color:lightgrey&amp;quot;|Ephimoria is a dark hybrid Minecraft roleplay server with a focus on giving players a freeform way to explore the world and grow their characters with little to no applications, and organic progression developed by your own story. Having lots of history and possibilities, Ephimoria is constantly being expanded upon and evolved, currently possessing {{NUMBEROFARTICLES}} pages of lore. Many of these pages are also left partially empty, requiring proper [[Research and Development]] to fully discover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Official Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[The Realm of Ephimoria]]&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|[[Beyond the Fracture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timelines of Ephimoria |Timeline]]&lt;br /&gt;
*[[Ephimoria Dictionary|Dictionary]]&lt;br /&gt;
*[[Techlock|Techlock]]&lt;br /&gt;
*[[Waypoints|Waypoints]]&lt;br /&gt;
*[[Revival System|Revivals]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Geography Of Ephimoria|Geography]]&lt;br /&gt;
**[[Ephimoria|Ephimoria]]&lt;br /&gt;
**[[Outer Realms|Outer Realms]]&lt;br /&gt;
*[[Races|Races]]&lt;br /&gt;
*[[Guilds|Guilds]]&lt;br /&gt;
*[[Important NPCs|Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Concepts|Concepts]]&lt;br /&gt;
*[[Beyond the Fracture #traits|Traits &amp;amp; Curses]]&lt;br /&gt;
*[[Diseases &amp;amp; Afflictions|Diseases &amp;amp; Afflictions]]&lt;br /&gt;
*[[Concepts#The_Forces|New Types]]&lt;br /&gt;
*[[???|Crests]]&lt;br /&gt;
*[[???|Magecraft]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Old Lore&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;| Lost Knowledge !! [[The Lost Realms]] !! [[The Fallen Forces]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Timeline of Aethier |Before the End]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Old World|The Old World]]&lt;br /&gt;
*[[The Lost Continents|The Lost Continents]]&lt;br /&gt;
*[[The Lost Dimensions|The Lost Dimensions]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[The Lost Pantheon|The Lost Pantheon]]&lt;br /&gt;
*[[Greater Demons|Greater Demons]]&lt;br /&gt;
*[[Elder Dragons]]&lt;br /&gt;
*[[Archfey]]&lt;br /&gt;
*[[Vaya Lords]]&lt;br /&gt;
*[[The Fallen Forces#aura|Aura]]&lt;br /&gt;
*[[The Fallen Forces#mana|Mana]]&lt;br /&gt;
*[[The Fallen Forces#shakti|Shakti]]&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:30%;margin:auto;vertical-align:top&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:right;width: 120%;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|New Player Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;&amp;quot;|&lt;br /&gt;
*[[Official Newcomer Guide|Official Newcomer Guide]]&lt;br /&gt;
*[[Lore Calendar|Lore Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px&amp;quot;|&lt;br /&gt;
*[[Combat System|Combat System]]&lt;br /&gt;
*[[Damage Types|Damage Types]]&lt;br /&gt;
*[[Strength &amp;amp; Speed Ranks|Strength &amp;amp; Speed Ranks]]&lt;br /&gt;
*[[Guidelines &amp;amp; Restrictions|Guides &amp;amp; Restrictions]]&lt;br /&gt;
*[[Projectile Mechanics]]&lt;br /&gt;
*[[Healing and Injuries|Healing and Injuries]]&lt;br /&gt;
*[[Races Blood &amp;amp; Essence Chart]]&lt;br /&gt;
*[[Airship Mechanics|Airship Mechanics]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Featured Article&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;color:lightgrey;padding:10px;vertical-align:top;&amp;quot;|&#039;&#039;&#039;[[Official Newcomer Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;color:lightgrey&amp;quot;|The basic guide to help you make a character, understand some basic commands, and get into the world of Ephimoria!&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welshei</name></author>
	</entry>
</feed>