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Eldrathar World Info

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Eldrathar World Lorebookfrom Chub

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Eldrathar World Lorebook. Written in German and then translated into English. German keywords included.

Listed as “Eldrathar World Information”

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Eldrathar World Info

121 entries · scan depth 10 · budget 10,000 tokens · recursive scanning off

Eldrathar komplett mit Levelsystem

Book settings
  1. #1Eldrathar

    Keys: Eldrathar, World, Welt

    Enabled · After character · Order 10 · 100%

    Entry settings

    The world Eldrathar in general: [Name of the world: Eldrathar; Type: Magical fantasy world with typical fantasy elements; Era: Middle Ages; Realms of the world: Human Realm, Demi Realm, Dark Realm, Magical Forest, Dwarven Realm, Demon Realm; Form of government of the realms: Monarchy with royal family and nobility (castle in capitals), Council (Thragmora); Role of religion: Influence on the people and thus on the government; Seasons (temperatures + flora + fauna like on Earth, regionally variable): [Spring (increased monster activity), Summer, Autumn (harvest time), Winter (reduced monster activity);]]

  2. #2Rassen

    Keys: Rassen, Mensch, Menschen, Demons, Humans, Dwarves, Rasse, Zwerg, Elfen, Dwarf, Zwerge, Elf, Dunkelelf, Demon, Dämonen, Dunkelelfen, Human, Halbmenschen, Half-Human, Dämon, Races, Dark Elf, Elves, Drow, Race

    Enabled · After character · Order 10 · 100%

    Entry settings

    Races in Eldrathar in general: [Races generally do not leave magical crystals like monsters] Races of Eldrathar: [Humans; Elves; Demons; Dark Elves; Half-Humans; Dwarves]

  3. #3Rasse: Menschen

    Keys: Skyfall, Mensch, Menschenreich, Menschen, Humans, Goroth, Human Realm, Human, Menschin

    Enabled · After character · Order 8 · 100%

    Entry settings

    General information about the race "Human" in Eldrathar: [General size, age and physical characteristics similar to medieval conditions with a possibly higher life expectancy due to the existence of healing magic.; Level at birth: 0 to 5; average magical level: Range from no magic to medium magic, rarely high magic;]

  4. #4Rasse: Halbmenschen

    Keys: Halbmensch, Löwenmensch, Catgirl, Anthro, Demi Realm, Cat Person, Beastfolk, Demireich, Demi-human, Katzenmensch, Halbmenschen, Anthorpia, Katzenmädchen, Kemonomimi, Stiermensch

    Enabled · After character · Order 8 · 100%

    Entry settings

    General information about the race "Half-Human" in Eldrathar: [Types: Kemonomimi, Anthro; Kemonomimi = Minimal animal features (ears, tail). e.g. Catgirl: human with cat ears/tail; Anthro – Fully animal-like (fur, muzzle). e.g. Lion-Anthro: fur-covered, lion-like, humanoid; Note: Mention species and type in dialogue; Level at birth: 0 to 5; average magical level: Range from no magic to medium magic, rarely high magic;]

  5. #5Rasse: Elfen

    Keys: Magical Forest, magischer Wald, Elfen, Eldrador, Elven, Elf, Elfe, Elves

    Enabled · After character · Order 8 · 100%

    Entry settings

    General information about the race "Elves" in Eldrathar: [Appearance of elves as commonly imagined; average magical level: Range from weak magic to high magic, rarely powerful magic; Level at birth: 0 to 10; common magical affinities: Wind magic, Healing magic;

  6. #6Rasse: Dunkelelfen

    Keys: Dunkelelfin, Dunkelreich, Drow, Dunkelelfen, Umbraheim, Dark Elf, Dunkelelfe, Dark Realm

    Enabled · After character · Order 8 · 100%

    Entry settings

    General information about the race "Dark Elf" in Eldrathar: [Appearance comparable to elves with the following average differences: light-violet skin, pink to violet eyes, white or very dark hair color; average magical level: Range from weak magic to high magic, rarely powerful magic; common magical affinities: Dark magic, Fire magic; Level at birth: 0 to 10;]

  7. #7Rasse: Dämonen

    Keys: Dunkelreich, Demoness, Dämonen, Dämonin, Demons, Dämon, Demon, Dark Realm

    Enabled · After character · Order 8 · 100%

    Entry settings

    General information about the race "Demons" in Eldrathar: [Demons appearance: Humanoid, infernal. Features: Horns (curved), tail (pointed), human skin tones, glowing eyes, optional wings. Attractive/majestic, not monstrous. Moral neutral – like Tieflings: Charismatic, diverse. Variations: Strong (many traits) to mild (few, e.g. only horns/tail); average magical level: Range from medium magic to powerful magic (depending on age); Personalities: Not inherently evil (often misunderstood); Stay only in the Demon Realm; common magical affinities: Dark magic, Fire magic; Level at birth: 5 to 15; Age and classification: Young: <200 years, Adult: 200-1,000 years, Old: 1,000-5,000 years, Ancient: 5,000+ (legendary);]

  8. #8Rasse: Zwerge

    Keys: Thragmora, Zwerg, Dwarven Realm, Zwergin, Dwarf, Dwarves, Zwerge, Zwergenreich

    Enabled · After character · Order 8 · 100%

    Entry settings

    General information about the race "Dwarves" in Eldrathar: [Typical dwarven appearance; Level at birth: 0 to 3; average magical level: Range from no magic to medium magic, rarely high magic;]

  9. #9Rasse: Alter von Elfen und Dunkelelfen

    Keys: Age, Drow, Elfen, Elfin, Dunkelelfen, Elf, Elven Age, Elfe, Dark Elf, Dunkelelf, Dunkelelfe, Elves

    Enabled · After character · Order 7 · 100%

    Entry settings

    Age of Elves and Dark Elves and their classification: [Childhood = 0-20 years (0-12 for humans), Youth = 21-100 years (13-20 for humans), Young adult = 101-200 years (21-35 for humans), Adult = 201-500 years (36-70 for humans), Mature = 501-650 years (71-90 for humans), Elder = 651-750+ years (91+ for humans);]

  10. #10Reiche: Allgemein

    Keys: Realms, Menschenreich, Dunkelreich, Magical Forest, Demi Realm, magischer Wald, Dwarven Realm, Reich, Human Realm, Reiche, Zwergenreich, Realm, Demireich, Dark Realm

    Enabled · After character · Order 10 · 100%

    Entry settings

    Realms of Eldrathar (geographical location, dominant race); [Human Realm (West, Humans); Demi Realm (North, Half-Humans); Magical Forest (East, Elves); Dark Realm (South, Dark Elves & Demons); Dwarven Realm (underground south of the Demi Realm, Dwarves)]

  11. #11Reiche: Abstände

    Keys: Reisedauer, Reise, Eldrador, Travel Time, Goroth, Umbraheim, Capitals, Geographie, Thragmora, Demon's Ridge, Reisezeit, Ridge, Skyfall, Travel, Karte, Anthorpia, Distances, Reisen, Hauptstädte, Dämonengrat

    Enabled · After character · Order 7 · 100%

    Entry settings

    Approximate travel times between the capital cities (horse/carriage): [Skyfall ↔ Goroth: 5–7 days; Skyfall ↔ Anthorpia: 15–17 days; Goroth ↔ Anthorpia: 10–13 days; Anthorpia ↔ Eldrador: 20–25 days; Anthorpia ↔ Thragmora: 8–12 days; Eldrador ↔ Thragmora: 10–12 days; Eldrador ↔ Umbraheim: 22–30 days; Umbraheim ↔ Demon's Ridge: 4–6 days; Umbraheim ↔ Thragmora: 15–18 days; Skyfall ↔ Umbraheim: 18–20 days; Skyfall ↔ Demon's Ridge: 22–26 days; Goroth ↔ Demon's Ridge: 28–38 days;]

  12. #12Reiche: Menschenreich

    Keys: Skyfall, Goroth, Menschenreich, Human Realm

    Enabled · After character · Order 9 · 100%

    Entry settings

    Human Realm in general: [Landscape description: Central European; Capitals: Skyfall, Goroth; Conflicts with Demi Realm, Magical Forest and Dark Realm; Dominant race: Human; Other races: Half-Humans; Discriminated races: Non-Humans; Special features: Slavery of non-humans tolerated, Skyfall and Goroth compete; Economy: Agriculture; Religion: Church of Light (Deity Lumen)]

  13. #13Reiche: Demireich

    Keys: Anthorpia, Demireich, Demi Realm

    Enabled · After character · Order 9 · 100%

    Entry settings

    Demi Realm in general: [Landscape description: Central European with coasts on the northern edge; Capital: Anthorpia; Conflict with Human Realm; Dominant race: Half-Humans; Other races: All; Discriminated races: None; Economy: Fishing, agriculture; Deity: Church of Earth and Harvest (Deity Taron)]

  14. #14Reiche: Magischer Wald

    Keys: Magical Forest, Magischer Wald, Eldrador

    Enabled · After character · Order 9 · 100%

    Entry settings

    Magical Forest in general: [Landscape description: Dense forest with tall trees and fantastical flora and fauna with glowing accents; Capital: Eldrador; Conflict with Human Realm & Dark Realm; Dominant race: Elves; Other races: Half-Elves; Discriminated races: Half-Elves (due to human ancestry), Humans, Dark Elves; Special features: Other races permitted with authorization; Economy: Literature, magic research, art; Religion: Breath of the World (Deity Arion)]

  15. #15Reiche: Dunkelreich

    Keys: Dunkelreich, Dark Realm, Umbraheim

    Enabled · After character · Order 9 · 100%

    Entry settings

    Dark Realm in general: [Landscape description: Mediterranean landscape with dark fantasy elements; Capital: Umbraheim; Conflict with Human Realm; Dominant race: Dark Elves; Discriminated races: None; Economy: Mining of naturally occurring magical crystals in caves (up to large crystals); Religion: Church of Silence (Primordial Deity Vox Mortis), Brotherhood of Combat (Deity Varek);]

  16. #16Reiche: Zwergenreich

    Keys: Dwarven Realm, Thragmora, Zwergenreich

    Enabled · After character · Order 9 · 100%

    Entry settings

    Dwarven Realm in general: [Location: South of the Demi Realm underground in Darkspitze mountain; Landscape description: A large underground city completely artificially lit and built in dwarven style. Directly adjacent to the city is the entrance to the Thragmora mine where the dwarves mine their ores; City name: Thragmora; No conflicts with the realms, as Thragmora is an important trading city for all realms; Dominant race: Dwarf; Government: Council of 10 noble dwarves; Other races: Dark Elves in rune research/rune forging for enchantments (emigrants); Discriminated races: None; Special features: City with the most and most capable master smiths in all of Eldrathar. Also the most experienced city with rune researchers/rune smiths; Economy: Ore mining in Darkspitze (up to Ebenerz), forging and selling of weapons and armor, production and sale of enchanted weapons and armor; Deity: Church of Earth and Harvest (Deity Taron)]

  17. #17Reiche: Dämonenreich

    Keys: Demon's Ridge, Dämonengrat, Demon King's Domain, Demon Realm, Dämonenlord, Dämonenkönig, Demonlord, Demonking, Ridge, Dämonenreich

    Enabled · After character · Order 9 · 100%

    Entry settings

    Demon Realm in general: [Location: South of Umbraheim (Dark Realm); City name: Demon's Ridge; Conflicts: Human Realm (ideological due to religion); Dominant race: Demon; Government: Demon Queen Alura; Other races: Dark Elves; Discriminated races: None; Special features: Popular red-light district due to Succubus demons, also has an academy; Economy: Enchantments with dark magic, prostitution (sex tourism from all over Eldrathar); Deity: Church of Silence (Deity: Vox Mortis)]

  18. #18Stadt: Allgemein

    Keys: Skyfall, Thragmora, Hauptstädte, Dämonengrat, Städte, Eldrador, Goroth, Capital Cities, Stadt, Umbraheim, Capitals, Anthorpia, Hauptstadt, Cities

    Enabled · After character · Order 10 · 100%

    Entry settings

    Capital cities in general: [Capital cities built around the castle of the royal family; Human Realm has two capitals and two royal families; Except for Eldrador and Demon's Ridge, capital cities have heroes; annual arena tournament]

    Capital city layout in general: [Contain: central marketplace, cathedral, equipment shops (potions, herbs, bags), weapon/armor shops (also enchanted), inns, taverns, restaurants, hospitals, pharmacies, adventurers' guild, arena (poorer district), academy (upper district on the edge); high wall with 4 guarded gates (N, W, E, S); poor district on the edge, upper noble district near the castle; red-light district near poor district, schools, town hall]

    Smaller cities: [fewer buildings/selection; contain: marketplace, church, equipment shop, weapon shop, inn, tavern, restaurants, adventurers' guild branch; usually no or small wall]

  19. #19Stadt: Abenteurer und Abenteuergilde

    Keys: Abenteurergilde, Quest, Abenteuerrang, Abenteurergilden, Monster, Adventurer Rank, Adventurer, Abenteurerinnen, Quests, Abenteuer-Rang, Abenteurer-Rang, Abenteurer, Abenteuergilde, Adventurers Guild

    Enabled · After character · Order 10 · 100%

    Entry settings

    Adventurer definition and tasks: [Complete guild quests (receive reward); Kill monsters (crystal reward); Explore the world and search for treasures]

    Adventurers' Guild in general: [Large buildings in capital cities, small branches in small towns; none in villages; accepts quests and posts them on the bulletin board; pays quest and crystal rewards; ranks adventurers by ranks (protection & reputation); every guild is also a tavern]

    Adventurers' Guild quests: [Tasks from individuals, communities, institutions or authorities; For monster-killing quests: Quest reward + crystals (motivation: not just farming monsters)]

    Adventurers' Guild ranks: [Z (highest, god-like) → SSS (Legend) → SS (current highest) → S → A → B → C → D (beginner); Rank on enchanted Orichalcum ID; Updated with guild crystal]

    Adventurers' Guild fees: [Registration per person: 50 Eld]

  20. #20Hauptstadt: Events Allgemein

    Keys: Skyfall, Thragmora, Festivals, Dämonengrat, Eldrador, Goroth, Umbraheim, Anthorpia, Events

    Enabled · After character · Order 9 · 100%

    Entry settings

    Events in capital cities in general: [In every capital city, several recurring events take place annually that celebrate the people, boost trade or have religious/social significance; These events attract merchants, adventurers and sometimes spies; {{user}} automatically learns about the next upcoming event upon entering a capital city;]

  21. #21Hauptstadt: Arena und Turniere

    Keys: Arenen, Preisgeld, Arena, Tournament, Prize Money

    Enabled · After character · Order 9 · 100%

    Entry settings

    Arena in general: [In every capital city a competition takes place. Participants from all realms are admitted. {{user}} learns about the next upcoming competition upon entering a capital city.]

    Arena competition procedure: [The fights run in knockout format: 3 fights (the third is the final) + 1 optional bonus fight = total 4. The bonus fight is against the hero of the capital city and can be declined by the winner. After each fight, participants are treated by healers.]

    Arena rules: [Unnecessary cruelty (e.g. torture of weaker opponents) leads to disqualification. Anyone can fight anyone (melee, ranged, magic). Death of the opponent does not lead to disqualification if no intent is recognizable. Fight ends on surrender or inability to fight.]

    Arena competition winnings and prize money: [In addition to fame there is prize money and artifacts: 3rd place: 20000 Eld 2nd place: 50000 Eld 1st place: 100000 Eld Bonus round won: 100000 Eld + one magical artifact matching the winner]

    Arena structure: [Similar to a Roman Colosseum: Seats for royal family and nobility, spectator stands for the people, changing rooms for participants, healing area for the injured as well as other functional areas.]

  22. #22Hauptstadt: Skyfall

    Keys: Skyfall

    Enabled · After character · Order 8 · 50%

    Entry settings

    Events in the capital city Skyfall: [Spring Light Festival (Spring): Large procession with torches and light magic; Blessing of the fields by priests; Competition in magic control at the academy. Reward: Enchanted jewelry, academy scholarship; Autumn of the Harvest (Autumn): Harvest thanksgiving with large market festival; Eating contest, dance and Lumen offerings; Often political announcements by the royal family;]

  23. #23Hauptstadt: Goroth

    Keys: Goroth

    Enabled · After character · Order 8 · 50%

    Entry settings

    Events in the capital city Goroth: [Warrior Honor Day (Summer): Military parade and duels in the arena. Honoring fallen heroes; Competition in sword fighting and archery in the arena. Reward: Knight title or equipment; Winter Solstice (Winter): Long Night festival with fires and storytelling; Competition in storytelling or riddle solving;]

  24. #24Hauptstadt: Anthorpia

    Keys: Anthorpia

    Enabled · After character · Order 8 · 50%

    Entry settings

    Events in the capital city Anthorpia: [Great Harvest Festival (Autumn): Animal competitions (e.g. strongest anthro, fastest kemonomimi race); Harvest thanksgiving meals on squares; Competition in farming or cooking. Reward: Rare seeds or magical plants; Spring Awakening (Spring): Flower parade and masked ball; Competition in earth magic at the academy. Reward: Academy scholarship;]

  25. #25Hauptstadt: Eldrador

    Keys: Eldrador

    Enabled · After character · Order 8 · 50%

    Entry settings

    Events in the capital city Eldrador: [Wind Song Festival (Spring/Summer): Music and wind magic competition; Flying lanterns and wind dragons; Dance under the trees. Reward: Rare wind-affinity crystals; Moon of Silence (Autumn): Nocturnal festival with quiet music and meditation; Competition in archery by moonlight;]

  26. #26Hauptstadt: Umbraheim

    Keys: Umbraheim

    Enabled · After character · Order 8 · 50%

    Entry settings

    Events in the capital city Umbraheim: [Shadow Night (Winter): Dark magic demonstrations and fire arts; Masked ball in the underground; Duels with hidden blades. Reward: Magical crystals and gold; Crystal Harvest Celebration (Autumn): Large market for magical crystals; Competition in crystal cutting or rune carving;]

  27. #27Hauptstadt: Thragmora

    Keys: Thragmora

    Enabled · After character · Order 8 · 50%

    Entry settings

    Events in the capital city Thragmora: [Hammer Festival (Spring): Smithing competition and rune rituals; Large market for weapons and armor; Competition in hammer throwing or ore mining simulation. Reward: Master-forged weapon or Ebenerz; Depths Day (Autumn): Underground festival with lava shows and ore storytelling; Competition in drinking or stone carving;]

  28. #28Hauptstadt: Dämonengrat

    Keys: Imp, Incubilus, Demon's Ridge, Dämonengrat, Dämonen, Dämonin, Succubus, Incubus, Demon Realm, Dämon, Demon, Ridge, Dämonenreich

    Enabled · After character · Order 8 · 50%

    Entry settings

    Events in the capital city Demon's Ridge: [Succubus Moon (Summer): Large red-light festival with seduction competitions; Dance, illusions and fire arts. Reward: Enchanted jewelry or red-light district voucher; Inferno Night (Autumn): Fire magic show and volcano dances; Competition in magic control;]

  29. #29Klassen

    Keys: Enoch Klasse, Primordial Enoch, Klasse, Nahkampf, Klasse upgraden, Jäger, Stealth, Ranger, Hybridklasse, Priester, Jägerklasse, Schurke, Abenteurerklasse, Klasse Auswahl, Magische Kriegerin, Priesterin, Klasse wählen, Klassen, Enoch, Fernkampf, Hunter, Jägerin, Classes, Kriegerklasse, Kampfstil, Magischer Krieger, Magier, Magierklasse, Magical Warrior, Spezialisierung, Support, Gildenklasse, Mage, Warrior, Startvorteile, Ur-Enoch, Magierin, Kriegerin, Priest, Krieger, Kampfstil Klasse, Schurkin, Klasse Vorteile, Rogue, Class, Schurkenklasse, Priesterklasse

    Enabled · After character · Order 11 · 100%

    Entry settings

    Classes in Eldrathar: [Class is assigned at birth; Can be viewed for the first time at age 5 at the measuring crystal (first measurement). Big family celebration; Purpose: Show predetermined talent of the person; Special features: Multiple classes possible; Where classes can be viewed: Measuring crystal; Available classes: [1. Warrior (physical): Melee-oriented (PS can be >100). 2. Mage (magical): Magic-oriented (Level >0). 3. Enoch (magical): Mage chosen by a deity. 4. Primordial Enoch (magical): Mage chosen by a primordial deity. 5. Magical Warrior (magical+physical): Channels magical affinity through physical weapons. 6. Rogue (physical): Stealth, daggers. 7. Priest (magical): Healing, buffs, protection magic. 8. Hunter (physical): Bow, nature, traps/animal companions.]; "Mage, Warrior" (melee or magic) is not the same as "Magical Warrior";]

  30. #30Levelsystem

    Keys: aufleveln, Stufe, Startlevel, XP, Erfahrung, Erfahrungsstufe, Level Up, Leveling, leveln, Levelaufstieg, Level, Stufenaufstieg, Lv., Experience, Xp

    Enabled · After character · Order 11 · 100%

    Entry settings

    Level system in Eldrathar: [Purpose: Determine magical power (mana capacity) & magical level. Affinities level ≤ Character level. Lv = Level; Xp = Experience points. Max: 99 (100 only for Enochs). Increase: Killing monsters (faster), using magic (slower). View: Measuring crystal.]

    Enochs and Primordial Enochs in the level system: [Do not receive XP as they have fixed levels. PS increase still possible]

    Level system in Eldrathar – Exact calculation instruction (always follow step by step!): [For every monster kill or fight follow this order exactly – no deviation:

    1. Add skills/passive abilities (if present!) which influence the effective Level or number of persons in group for the calculation.

    2. Calculate effective level for each person: effective Level = max(current Lv, PS / 10). (Magicless use only PS/10.)

    3. In groups: Calculate Group-Avg = (Sum of all effective levels) / Number of members.

    4. With multiple monsters of different levels:

      • Calculate average monster level: Avg-Monster-Lv = (Sum of all monster levels) / Total number of monsters.
      • Use this Avg-Monster-Lv for the diff calculation (Diff = Avg-Monster-Lv - effective level / Group-Avg).
      • Example: 15 Goblins Lv. 8 + 5 Lv. 12 = Avg-Monster-Lv 9.0 → Diff to Group-Avg 12 = -3.
    5. Calculate base-Xp once with this diff:

      • Diff = 0 → Base-Xp = 1.0
      • Diff > 0 → Base-Xp = 1 + (Diff × 0.2)
      • Diff < 0 → Base-Xp = 1 / (2 ^ (|Diff| / 2))
      • Round Base-Xp to 1 decimal place.
    6. Multiply Base-Xp by the total number of all monsters → Total-Xp-Base for the fight.

    7. In groups: Total-Xp-Base / Number of members = Xp-Base per person.

    8. Resource allocation per person (according to own contribution. Note whether class is only physical, only magical or physical+magical):

      • Only magic → 100 % Xp (Defensive magic is also 100% magical)
      • Only physical → 100 % PS (value = Xp-Base)
      • Hybrid → 50 % Xp + 50 % PS (value = Xp-Base)
    9. Add skills/passive abilities (if present!) (e.g. Growth ×2).

    10. Add to current Xp/PS.

    • For Xp: If ≥ 10, Level-Up +1 per 10 full Xp (fixed 10, never change!), remainder carried over (e.g. 21.3 → +2 Lv, 1.3 remainder).

    IMPORTANT: This step-by-step instruction overrides all other rules for calculations. Always run completely!]

  31. #31Physische Stärke PS

    Keys: PS:, PS, Physische Stärke, Strength Value, Physical Level, Level Equivalent, Stärke, physisches Niveau, Niveau, Levelequivalent, Physical Strength, Stärkewert

    Enabled · After character · Order 11 · 100%

    Entry settings

    Physical Strength (PS) in general: [Abbreviation: PS; Specification: Full value with one decimal place (rounded). Example: 102.4 PS; Purpose: Indication of a person's Physical Strength; Also influences: Dexterity, physical defense, perception, intuition, speed; Comparison PS with Level (Level equivalent): 1 Level corresponds to 10 PS. Level equivalents are not XP!; Physical attacks against defensive magic: medium physical level against medium defensive magic = barrier break after a few hits, magical level lower = 1 hit, magical level higher = defensive magic blocks;]

    Strength values and physical level (with examples for classification): [1-100 = ordinary (No warrior class or untrained warrior; Ordinary women up to max. 90, Ordinary men up to max. 100 through training) 101- 200 = weak (D-rank adventurer); 201 - 400 = medium (C-rank and B-rank adventurer); 401 - 800 = high (A-rank and S-rank adventurer); 801 - 999 = powerful (SS-rank and SSS-rank adventurer); over 999 (training target shatters) = divine (Z-rank adventurer);]

  32. #32Magie: Allgemein und Level

    Keys: Zauber, Sorcery, Unterstützungsmagie, magisches Niveau, Zauberei, Elementarmagie, Niveau, Divine Magic, Magic, Spell, Beschwörungsmagie, Göttermagie, Magical Level, Support Magic, Magie, Special Magic, Spezialmagie, Elemental Magic, Summoning Magic, Level

    Enabled · After character · Order 11 · 100%

    Entry settings

    Magic in General: [Prerequisite: Person possesses magic circuit and mana); Function: Magic circuit converts mana into magic; Magical affinity: Type of conversion of mana; Available mana amount: Determined by level (magical level); Mana regeneration: Over time through mana in the atmosphere (slow), mana potion (immediate (percentage), increased regeneration); Measuring magic: Measuring crystal (level, affinities & abilities);]

    Magic Function: [How magic is cast: Through runes, rune combinations, incantations (longer the more powerful the spell), magical crystals, thoughts/feelings combined with gesture (mages with high experience), thoughts and will without gesture (Enochs); Magic can be cast faster and more efficiently through magic staffs.]

    Primordial Runes/Primal Runes: [Archaic language of magic; Last mastered by ancient civilizations that perished in wars eons ago along with their knowledge. From then on only mastered by higher beings (gods, primordial gods); 10-fold effectiveness of enchantments and magic effect compared to normal runes]

    Magical level based on the level: [no magic (magicless) = Level 0 (pure melee fighters, no magic circuit); weak magic = Level 1 to 25 (beginner mages, B-rank adventurers, city guards); medium magic = Level 26 to 45 (average mages, magical warriors, A-rank adventurers); high magic = Level 46 to 69 (experienced mages, experienced magical warriors, S-rank adventurers, royal guard); powerful magic = Level 70 to 99 (archmages, SS-rank adventurers); divine magic = Level 100 (Enoch); primordial-divine magic = Level ??? (Primordial Enoch);]]

    Magical categories: [General Magic, Elemental Magic, Special Magic, Support Magic, Divine Magic, Other Magic]

  33. #33Magie: Affinitäten

    Keys: Creation Magic, Affinities, Allgemeine Magie, General Magic, Illusionsmagie, Eismagie, Wassermagie, Fire Magic, Necromancy, Nekromantie, Unterstützungsmagie, Space Magic, Elementarmagie, Blitzmagie, Zeitmagie, Windmagie, Antimagie, Psychokinese, Time Magic, Light Magic, Ice Magic, Magical Affinities, Raummagie, Erdmagie, Divine Magic, Lichtmagie, Beschwörungsmagie, Göttermagie, Lightning Magic, Antimagic, Illusion Magic, Support Magic, Wind Magic, Affinitäten, Affinität, Dark Magic, Special Magic, magische Affinitäten, Schöpfungsmagie, Spezialmagie, Psychokinesis, Dunkelmagie, Elemental Magic, Magical Affinity, Feuermagie, Affinity, magische Affinität, Earth Magic, Summoning Magic, Water Magic

    Enabled · After character · Order 9 · 100%

    Entry settings

    Number of innate magical affinities: [Mages on average master only one magical affinity besides General Magic; Two magical affinities not uncommon in high mages or good bloodline (e.g. royal families); Three magical affinities are very rare; Four magical affinities and above count as archmages, heroes and Enochs; Inheritance: The more magical affinities the parents have, the higher the chance that the child will also have a similar number (Relevant in noble marriages).]

    Magical category (magical affinities): {General Magic (can be cast by any mage): [Psychokinesis (levitate objects/persons, levitation); Illusion magic (manipulate opponent's perception); Summoning magic (summon familiar beings);] Elemental Magic: [Fire Magic; Water Magic; Ice Magic; Earth Magic; Air Magic/Wind Magic; Lightning Magic] Special Magic: [Light Magic; Dark Magic] Support Magic: [Healing Magic; Defensive Magic (magical barriers); Buffs; Debuffs;] Divine Magic: [Space Magic (portals, teleportation); Time Magic (stop, fast forward, rewind); Creation Magic (create matter from mana)] Other Magic: [Necromancy (summoning the dead); Antimagic (legendary rarity like Divine Magic; Function: interrupt spells, block magic, absorb magic); Body Enhancement (own body)]

  34. #34Magie: Magische Kristalle

    Keys: Magicless, Magielose, Nicht-Magier, Magical Crystals, Crystal, Non-Mage, Magic Crystal, Magiekristall, Kristall, magischer Kristalle, magischer Kristall, Magiekristalle, Magical Crystal, Magic Crystals

    Enabled · After character · Order 9 · 100%

    Entry settings

    Magical Crystals / Magic Crystals in general: [From killed monsters; Uses: Magic for non-mages (training crystal), sale, affinity measurement (measuring crystal), enchantment of weapons/equipment, household (e.g. running water, lighting); various sizes & purity grades Size (glow color) = Size value (Eld): [weak (blue) = 10 Eld; small (green) = 50 Eld; medium (yellow) = 150 Eld; large (red) = 500 Eld; powerful (violet) = 1,000 Eld; legendary (colorful moving) = situation-dependent]

    Purity grade (Rh) in general: [Stronger/special monsters → higher purity; multiplies the value; higher purity = more intense glow appearance] Purity grade and multiplier: [Grade 1: ×1 (weak glow); Grade 2: ×2 (weak, moving glow); Grade 3: ×4 (strong glow); Grade 4: ×6 (strong, moving glow); Grade 5: ×10 (strong, pulsating glow)]

    Value Calculation: [Final Value = Size value (Eld) × Purity grade multiplier (Rh); Example: large crystal (500 Eld) with Grade 3 → 500 × 4 = 2,000 Eld]]

  35. #35Magische Kristalle: Nicht-Magier / Magielose

    Keys: Magicless, Trainingskristalle, Magielose, Nicht-Magier, Trainingskristall, Non-Mage, Training Crystals, Magielosen, Training Crystal

    Enabled · After character · Order 7 · 100%

    Entry settings

    Use of magical crystals for non-mages: [Enables non-mages/magicless to use a stored magical affinity (multiple with legendary crystal possible); The higher the applied magical level, the larger the required crystal; Size of the crystal = possible magical level: [small crystals = weak magic, medium crystals = medium magic, large crystals = high magic, powerful crystals = powerful magic, legendary crystals = 2 x powerful magic]; Crystal must be recharged after multiple uses by a mage of at least the same level or other magic source (takes longer).]

  36. #36Magieniveau: schwache Magie

    Keys: schwache Lichtmagie, schwache Blitzmagie, schwache Magie, Weak Dark Magic, schwache Spezialmagie, schwache Elemtarmagie, Weak Defensive Magic, schwache Erdmagie, Weak Water Magic, schwache Zeitmagie, Weak Elemental Magic, Weak Space Magic, Weak Ice Magic, schwache Unterstützungsmagie, schwache Defensivmagie, schwache Dunkelmagie, schwache Heilmagie, Weak Wind Magic, schwache Eismagie, schwache Feuermagie, Weak Time Magic, Weak Level, Weak Healing Magic, schwache Raummagie, schwache Windmagie, Weak Magic, schwachen Niveau, Weak Fire Magic, Weak Special Magic, schwache Wassermagie, Weak Earth Magic, Weak Light Magic, Weak Support Magic, schwaches Niveau, Weak Lightning Magic

    Enabled · After character · Order 8 · 100%

    Entry settings

    Magical level = weak magic: {Level 1 to Level 25; Examples of strength of weak magic based on magical categories and affinities (For orientation. Add further sensible applications): [Elemental Magic + Special Magic: [small forms/projectiles (spheres/balls/orbs, rays). Example Fire Magic: 4cm large fireball, or fire ray with 2cm diameter]; Healing Magic: [Healing of scratches, bruises and contusions]; Defensive Magic: [Weak, round shields that protect against weak attacks.]; Time Magic: [Time manipulation of small objects or a spherical space of 20cm diameter] Space Magic: [Portal and teleportation distance of 2 meters]] }

  37. #37Magieniveau: mittlere Magie

    Keys: mittlere Wassermagie, Medium Elemental Magic, Medium Fire Magic, Medium Lightning Magic, Medium Time Magic, mittlere Heilmagie, Medium Healing Magic, Medium Defensive Magic, mittlere Raummagie, Medium Special Magic, mittlere Zeitmagie, Medium Light Magic, mittlere Unterstützungsmagie, mittlere Defensivmagie, Medium Ice Magic, mittlere Dunkelmagie, mittlere Lichtmagie, mittlere Magie, Medium Magic, Medium Support Magic, mittlere Spezialmagie, mittlere Windmagie, mittlere Elemtarmagie, Medium Wind Magic, Medium Dark Magic, mittlere Feuermagie, mittleren Niveau, Medium Space Magic, mittlere Blitzmagie, mittlere Erdmagie, mittleres Niveau, mittlere Eismagie, Medium Level, Medium Water Magic, Medium Earth Magic

    Enabled · After character · Order 8 · 100%

    Entry settings

    Magical level = medium magic: {Level 26 to 45; Includes everything from the weaker examples of strength of medium magic based on magical categories and affinities (For orientation. Add further sensible applications): [Elemental Magic + Special Magic: [small forms/projectiles (spheres/balls/orbs, rays) up to about 50cm.]; Healing Magic: [Quick healing of scratches, bruises, contusions cuts, deeper wounds, bone fractures]; Defensive Magic: [Medium, round shields protect up to medium attacks.]; Time Magic: [Time manipulation up to medium-sized objects (50cm). Objects or a spherical space of 100cm diameter] Space Magic: [Portal and teleportation distance of 5 meters]] }

  38. #38Magieniveau: hohe Magie

    Keys: hohe Raummagie, High Light Magic, High Fire Magic, High Defensive Magic, High Wind Magic, hohe Windmagie, hohen Niveau, High Time Magic, High Dark Magic, hohe Elemtarmagie, hohe Defensivmagie, High Lightning Magic, hohe Lichtmagie, High Magic, High Space Magic, hohe Dunkelmagie, High Level, hohe Magie, hohe Eismagie, hohe Blitzmagie, High Ice Magic, High Support Magic, hohe Zeitmagie, High Elemental Magic, hohe Unterstützungsmagie, hohe Spezialmagie, High Water Magic, hohes Niveau, High Special Magic, High Healing Magic, hohe Feuermagie, hohe Erdmagie, High Earth Magic, hohe Heilmagie, hohe Wassermagie

    Enabled · After character · Order 8 · 100%

    Entry settings

    Magical level = high/higher magic: {Level 46 to 69; Examples of strength of high magic based on magical categories and affinities (For orientation. Add further sensible applications): [Elemental Magic + Special Magic: [small forms/projectiles (spheres/balls/orbs, rays) up to about 2m diameter.]; Healing Magic: [Quick healing of scratches, bruises, contusions cuts, bone fractures, strong poisonings, reconnect severed limbs]; Defensive Magic: [High, slightly honeycomb-shaped shields protect up to high physical/magical attacks.]; Time Magic: [Time manipulation up to medium-sized objects (2m). Objects or a spherical space of 10m diameter] Space Magic: [Portal and teleportation distance of 200 meters]] }

  39. #39Magieniveau: mächtige Magie

    Keys: Powerful Earth Magic, mächtige Unterstützungsmagie, mächtige Defensivmagie, Powerful Level, mächtiges Niveau, Powerful Healing Magic, Powerful Lightning Magic, Powerful Fire Magic, mächtigen Niveau, Powerful Time Magic, mächtige Elemtarmagie, mächtige Zeitmagie, mächtige Magie, Powerful Wind Magic, Powerful Elemental Magic, mächtige Blitzmagie, Powerful Special Magic, mächtige Spezialmagie, mächtige Erdmagie, mächtige Eismagie, Powerful Space Magic, Powerful Ice Magic, mächtige Heilmagie, mächtige Lichtmagie, mächtige Windmagie, Powerful Defensive Magic, Powerful Magic, mächtige Wassermagie, mächtige Feuermagie, Powerful Water Magic, mächtige Dunkelmagie, Powerful Light Magic, mächtige Raummagie, Powerful Support Magic, Powerful Dark Magic

    Enabled · After character · Order 8 · 100%

    Entry settings

    Magical level = powerful magic: {Level 70 to 99; Examples of strength of powerful magic based on magical categories and affinities (For orientation. Add further sensible applications): [Elemental Magic + Special Magic: [small forms/projectiles (spheres/balls/orbs, rays) up to about 50m diameter.]; Healing Magic: [Very quick effect on scratches, bruises, contusions cuts, bone fractures, very strong poisonings, reconnect severed limbs, regrow severed limbs]; Defensive Magic: [Powerful, honeycomb-shaped shields protect up to high physical/magical attacks.]; Time Magic: [Time manipulation up to large objects/persons (20 meters). Objects or a spherical space of 2km diameter] Space Magic: [Portal and teleportation distance of 20 kilometers]] }

  40. #40Magieniveau: göttliche Magie

    Keys: Divine Wind Magic, Divine Healing Magic, göttliche Dunkelmagie, Divine Earth Magic, Divine Lightning Magic, Divine Dark Magic, göttliche Zeitmagie, Divine Ice Magic, Divine Defensive Magic, Divine Level, göttliche Windmagie, göttliches Niveau, göttliche Wassermagie, göttliche Unterstützungsmagie, göttliche Magie, Divine Support Magic, Divine Light Magic, göttliche Blitzmagie, Divine Magic, Divine Elemental Magic, Divine Space Magic, göttliche Lichtmagie, göttliche Spezialmagie, Divine Time Magic, göttliche Heilmagie, göttlichen Niveau, göttliche Erdmagie, göttliche Raummagie, göttliche Defensivmagie, göttliche Eismagie, göttliche Feuermagie, göttliche Elemtarmagie, Divine Fire Magic, Divine Special Magic, Divine Water Magic

    Enabled · After character · Order 8 · 100%

    Entry settings

    Magical level = divine magic: {Level 100; Enables casting of divine spells; Examples of strength of divine magic based on magical categories and affinities (For orientation. Add further sensible applications): [Elemental Magic + Special Magic: [small forms/projectiles (spheres/balls/orbs, rays) up to about 2 kilometers diameter.]; Healing Magic: [Immediate effect on scratches, bruises, contusions cuts, bone fractures, very strong poisonings, reconnect severed limbs, regrow severed limbs, resurrection]; Defensive Magic: [Divine, honeycomb-shaped shields with runes on the honeycomb edge protect up to divine physical/magical attacks.]; Time Magic: [Time manipulation up to large objects/persons 1 kilometer). Objects or worldwide] Space Magic: [Portal and teleportation distance worldwide]] }

  41. #41Magieniveau: ur-göttliche Magie

    Keys: ur-göttlich, ur-göttliches Niveau, urgöttliche, Ur-Divine, Primordial-Divine Level, ur-göttlichen Niveau, Primordial-Divine, ur-göttliche

    Enabled · After character · Order 8 · 100%

    Entry settings

    Magical level = primordial-divine magic: {Level ???; Magical affinities at primordial-divine level have no limits because reality itself is influenced. }

  42. #42Magie, Level und Physische Stärke Messen

    Keys: Examine, Ebenerz Dummies, Testing, Messkristall, Magiemessung, test, Measurements, Magic Measurement, prüfen, Prüfungssal, Messung, Values, Test, Examination Room, Examination Hall, Value, Measure, Wert, messen, Ebenerzpuppe, Übungspuppen, Magie messen, Prüfungssaal, testen, Punkte, Training Dummies, Werte, Measurement, Measure Magic, Ebenerz Dummy, Measuring Crystal, Points, Ebenerz-Puppe, Prüfung, Ebenerzpuppen, Prüfungsraum, Messungen

    Enabled · After character · Order 9 · 100%

    Entry settings

    Measuring physical strength (PS): [Type: Physical attacks against enchanted Ebenerz dummy; determines a value displayed for physical attacks.;]

    Measuring magic and level: [Type: Measuring crystal (powerful crystal with at least purity grade 3); Displays: magical affinities (without level), level, class, possible active abilities and possible passive abilities; Does not display: PS;]

    Measuring magical level of individual affinities: [Type: magical attack of the affinity on Ebenerz dummy; Result: PS for magical attack (damage value); Special features: Healing magic measurement possible. For defensive magic, the Ebenerz dummy strikes the barrier.;]

    Places for measuring magic and physical strength: [Castle of the respective capital, adventurers' guilds, academies]

  43. #43Weltenwechsler

    Keys: ursprünglichen Welt, Weltenwechslers, Previous World, anderen Welt, alten Welt, Welt gewechselt, World Changers, meine Welt, Original World, diese Welt, World Changer, vorherige Welt, World Change, ursprüngliche Welt, This World, andere Welt, World Changed, Weltenwechsel, alte Welt, Other World, dieser Welt, Old World, meiner Welt, Weltenwechsler

    Enabled · After character · Order 9 · 100%

    Entry settings

    Definition and meaning of World Changer: [Definition: Person who comes from a world other than Eldrathar; Special features: Receive attention from deities and/or primordial deities and thereby the possibility of special passive abilities, affinities or other advantages.; History: World Changers had a special status in the past (mostly positive, rarely negative) due to their abilities; Number of World Changers in Eldrathar: Single-digit number (very rare)]

  44. #44Geld: Preisbeispiele

    Keys: Merchant, Haus, Villa, Waffenhändler, Smith, House, Armor Dealer, Property, Weapon Dealer, Händler, Immobilie, Schmied, Immobilien, Inn, Rüstungshändler, Gasthaus, Handel, Trade, Properties

    Enabled · After character · Order 8 · 100%

    Entry settings

    Price examples food & service (can vary): [Night in inn = 20 Eld; Mug of beer = 2 Eld; Daily special = 5 Eld]

    Price examples standard equipment (can vary): [Iron sword = 100 Eld; Steel sword = 250 Eld; Bow = 200 Eld; Complete iron armor (iron helmet = 50 Eld, iron breastplate = 200 Eld, iron arm guards = 100 Eld, iron leg guards = 100 Eld) = 450 Eld; Complete steel armor = 1,300 Eld]

    Price examples real estate (price is dynamic depending on location and condition of the property): [Human Realm: small house = 50,000 to 100,000 Eld; medium-sized house = 250,000 to 350,000 Eld; Villa = 600,000 to 1,000,000 Eld; Demi Realm: small house = 40,000 to 80,000 Eld; medium-sized house = 200,000 to 300,000 Eld; Villa = 500,000 to 800,000 Eld; Dark Realm: small house = 10,000 to 20,000 Eld; medium-sized house = 80,000 to 120,000 Eld; Villa = 200,000 to 350,000 Eld; Magical Forest: small house = 100,000 to 150,000 Eld; medium-sized house = 300,000 to 450,000 Eld; Villa = 750,000 to 1,200,000 Eld]

  45. #45Geld: Löhne und Gehälter Beispiele

    Keys: Soldat, Magierlohn, Adventurer Wage, Gehalt, Common Folk Wage, Monatslohn, Normalvolk Lohn, Bauer, Stadtwache, Lohn, Runenschmied, Beamter, Money, Master, Nobility, Wage, Economy, Smith, Monthly Wage, Official, Löhne, Farmer, Silber pro Tag, Mage Wage, Meister, Tageslohn, Realistische Löhne, Craftsman Wage, Soldatengehalt, Gold per Month, Abenteurerlohn, Day Laborer, Soldier Salary, Mage Apprentice, Magierlehrling, Wirtschaft, Handwerkerlohn, Söldner, Magier, Rune Smith, Payment, Schmied, Adel, Mercenary, Geselle, Mage, Geld, Handwerker, Tagelöhner, Silver per Day, Adventurer, Soldier, Wages, Daily Wage, Price, Gold pro Monat, Salary, Knecht, Journeyman, Servant, Abenteurer, Realistic Wages, City Guard, Bezahlung, Preis, Craftsman

    Enabled · After character · Order 8 · 100%

    Entry settings

    Economy – Realistic wages (per day, approx. 25–28 working days/month): [Farmer/servant: 200–400 Eld/day (5,000–10,000 Eld/month, often in kind). Day laborer: 300–600 Eld/day. Craftsman: 1,000–1,500 Eld/day. Journeyman: 1,500–2,500 Eld/day. Master (e.g. rune smith): 3,000–6,000 Eld/day. City guard/soldier: 1,000–2,000 Eld/day (+ board & lodging). Adventurer (D–C-rank): 2,000–5,000 Eld/quest/day (variable). Mage apprentice: 500–1,200 Eld/day. Experienced mage: 10,000–50,000 Eld/day. Nobility/officials: Land + taxes (100,000–1,000,000 Eld/month).]

  46. #46Monster: Allgemein

    Keys: Creatures, Monster, Biest, Kreaturen, Kreatur, Beast, Biester, Monstern, Beasts, Monsters

    Enabled · After character · Order 10 · 100%

    Entry settings

    Monsters in Eldrathar – General: [Only outside settlements (except during attacks); Killing → magical crystal + XP and/or PS; Powerful & legendary monsters communication possible; Abilities & strength (Lv & PS) design sensibly & name-appropriately; Further monsters possible at suitable size/location; Attacks/properties primarily derive from name.]

    Monster classification in Eldrathar general (Size: Crystal, Rarity, recommended Lv., recommended PS): [- Weak: weak crystals, frequent, Lv 1–10, PS 1–100; Small: small crystals, reinforced, Lv 11–25, PS 101–250; Medium: medium crystals, ordinary, Lv 26–40, PS 251–400; Large: large crystals, rare, Lv 41–55, PS 401–550; Powerful: powerful crystals, very rare, Lv 56–70, PS 551–700; Legendary: legendary crystals, extremely rare/no fixed location, Lv 71–90, PS 701+]

  47. #47Monster: schwache Monster

    Keys: schwachen Monsters, Flüstergeister, Shadow Rat, Riesen-Wespe, Giant Spider, Riesenratte, Beast, tollwütiger Hund, Rabid Dog, schwächeres Monster, Killer Bunnies, tollwütige Hunde, Giant Spiders, Weak Monsters, Creature, Monsters, Säurequalle, Shadow Rats, Riesen-Wespen, Monster, schwache Monster, Flüstergeist, Weaker Monsters, Giftpilzling, Giant Wasp, Dornenfloh, Riesenwespe, Giant Wasps, Biester, Schattenratten, Säurequallen, Whisper Ghost, Thorn Flea, Monstern, Weak Monster, Dornenflöhe, Schleime, Creatures, Biest, Kreaturen, Kreatur, Schattenratte, Acid Jellies, Thorn Fleas, schwachen Monstern, Killer-Kaninchen, Weaker Monster, Giant Rats, Giftpilzlinge, Killer Bunny, Riesenspinne, Riesenwespen, schwächeren Monstern, Poison Mushroomlings, Riesenratten, schwaches Monster, Giant Rat, Kristallkäfer, Whisper Ghosts, Killerkaninchen, Rabid Dogs, Poison Mushroomling, Riesenspinnen, Schleim, Crystal Beetle, Slime, Acid Jelly, Slimes

    Enabled · After character · Order 8 · 100%

    Entry settings

    Weak monsters in Eldrathar (and occurrence): [Slime (all realms); Giant rat (all realms); Giant spider (all realms); rabid dog (all realms); Killer rabbit (all realms), Giant wasp (all realms), Shadow rat (Dark Realm), Poison mushroomling (Demi Realm), Crystal beetle (Magical Forest), Whisper ghost (Demi Realm), Acid jelly (waters all realms), Thorn flea (all realms)]

  48. #48Monster: kleine Monster

    Keys: Skelett, Kobolds, Giftspinnen, Small Monsters, Skeleton, Beast, Zombie, Schattenfledermäuse, Monsters, Ghule, kleinen Monster, Eisenkröte, Fire Moth, Feuermotten, Kobolde, Creature, Shadow Bats, Lightning Imps, Shadow Dogs, Eisenkröten, Lightning Imp, Iron Toad, Goblin, Ghouls, Monster, kleinen Monsters, Small Monster, Iron Toads, Kobold, Schattenhunde, Biester, Monstern, Ice Wasps, kleines Monster, Beasts, Poison Spiders, Ice Wasp, Creatures, Biest, Zombies, Kreatur, Shadow Bat, Blitzimpe, Kreaturen, kleine Monster, Ghul, Eiswespe, Eiswespen, Skelette, Schattenhund, Skeletons, Shadow Dog, Schattenfledermaus, kleinere Monster, Fire Moths, Smaller Monsters, Blitzimp, Goblins, Feuermotte, Giftspinne, Poison Spider, Ghoul

    Enabled · After character · Order 8 · 100%

    Entry settings

    Small monsters in Eldrathar: [Shadow dog (all realms); Goblin (all realms); Kobold (all realms); Skeleton (Dark Realm); Ghoul (Dark Realm); Zombie (Dark Realm), Lightning imp (Magical Forest), Shadow bat (all realms), Iron toad (Demi Realm), Fire moth (Dark Realm), Poison spider (all realms), Ice wasp (Magical Forest)]

  49. #49Monster: mittelgroße Monster

    Keys: Stone Guardian, Nekroschwein, Cursed Knight, Giant Bat, Säurebären, Oger, Claw Bears, Beast, mittelgroßen Monstern, Riesenfledermäuse, Lightning Panther, mittelgroße Monster, Necro Pigs, Ogre, Riesenfledermaus, Creature, Monsters, Medium Monster, Krallenbär, Monster, Thorn Beasts, Medium-Sized Monsters, Acid Bears, Dark Wolf, Felsschildkröte, Rock Shield Turtles, Flammenwolf, Cursed Knights, Flammenwölfe, Dornenbestie, Rock Shield Turtle, Biester, Necro Pig, Blitzpanther, Monstern, Medium Monsters, Claw Bear, Beasts, Felsschildkröten, Creatures, Medium-Sized Monster, Flame Wolf, Biest, Kreatur, verfluchter Ritter, Risen-Fledermaus, Flame Wolves, mittleres Monster, Dornenbestien, Risen Bat, Kreaturen, Finsterwolf, Dark Wolves, mittleren Monstern, mittelgroßes Monster, verfluchte Ritter, Giant Bats, Säurebär, Finsterwölfe, Krallenbären, Acid Bear, Thorn Beast, Steinwächter, Nekroschweine

    Enabled · After character · Order 8 · 100%

    Entry settings

    Medium-sized monsters in Eldrathar: [Ogre (Human Realm, Demi Realm); Dark wolf (Dark Realm); Claw bear (Human Realm, Demi Realm); cursed knight (Dark Realm), Giant bat (caves all realms), Rock shield turtle (Demi Realm coast), Stone guardian (Magical Forest), Flame wolf (Dark Realm), Thorn beast (Human Realm), Necro pig (Dark Realm), Lightning panther (Demi Realm), Acid bear (all realms)]

  50. #50Monster: große Monster

    Keys: Schattenleviathan, Poison Wyrm, Basilisken, Schattenleviathane, Basilisk, Earthquake Giant, Beast, Trolle, Höllenhund, Small Fire Hydras, Creature, Hellhounds, Trolls, Basilisks, Crystal Colossi, Chimera, Monster, Monsters, Eisgolems, Eisgolem, kleine Hydras, Larger Monsters, große Monster, Treants, Biester, Monstern, großen Monsters, Beasts, Ice Golem, Creatures, Shadow Leviathans, Biest, Kreaturen, Kreatur, Stone Golem, Large Monster, Kristallkoloss, Ice Golems, Wyvern, großen Monster, kleine Feuerhydra, Shadow Leviathan, Crystal Colossus, Small Fire Hydra, kleine Feuerhydras, größere Monster, Chimeras, Treant, Erdbebenriesen, Höllenhunde, Hellhound, kleine Hydra, Chimäre, Chimären, Small Hydras, Giftwyrm, Steingolem, Earthquake Giants, Small Hydra, Kristallkolosse, Troll, Large Monsters, Erdbebenriese

    Enabled · After character · Order 8 · 100%

    Entry settings

    Large monsters in Eldrathar: [Stone golem (Magical Forest); Chimera (Magical Forest); Basilisk (Demi Realm), Treant (Magical Forest), Hellhound (Dark Realm); small Hydra (Magical Forest), Wyvern (Human Realm, Demi Realm), Troll (All realms), Crystal colossus (Demi Realm), Shadow leviathan (Dark Realm), small Fire hydra (Dark Realm), Earthquake giant (Human Realm, Demi Realm), Poison wyrm (all realms), Ice golem (Demi Realm)]

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