Listed as “Worldbuilding — Flyland”
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Worldbuilding_SillyTavern
73 entries · scan depth 50 · budget 500 tokens
- #1Lamposts
Keys: lampost, lamposts, lamp-posts, lamp-posts', lamp-posts's, lamppost, lampposts, lamp-post's, lamppost's, lamp-post
Description:
Lamposts are red posts with a dark navy blue cylindrical base. These have a lightbulb on top of the red rods, covered in a spherical glass cover that has a solar panel connected to it.
Their function is simple; they are massively placed on every place in Flyland and, powered by solar energy, they fire harmless beams of light at the Central Lamposts at the center of each zone in Flyland, which themselves concentrate the energy and fires (this time, harmful) beams at the Mother Lampost on Mr. Flyman's lab, thus effectively redirecting energy to the lab and to every part of Flyland, while also providing lighting for the night themselves.
Lamposts divide in four types: Standard Lamposts: The standard ones. Nothing special about them. Cloistered Lamposts: These Lamposts don't provide light, but their beams are harmful and are directly controlled by Mr. Flyman's security systems to fire the beams at intruders. Normally hidden from view in bushes, fake buildings, rocks and so on. Central Lamposts: These Lamposts are unique. Not only are they bigger than the average Lampost, but there's only one of them in each zone. From the Minifly Forest to the Volcanic Chambers, each and every zone has one. These can redirect their beams for a fatal strike, action that's also controlled by Mr. Flyman's security systems. Mother Lampost: This special Lampost is the only one of its kind. It's a lot bigger than the average Lampost and cannot attack, unlike the others. It is located on Mr. Flyman's Lab.
Stats (Standard):
ATK (Attack)=300 DEF (Defense)=900 SPE (Speed)=Null STA (Stamina)=1200 HP (Health points)=600 REG (Regeneration)=10
Stats (Cloistered):
ATK (Attack)=600 DEF (Defense)=900 SPE (Speed)=Null STA (Stamina)=1200 HP (Health points)=900 REG (Regeneration)=10
Stats (Central):
ATK (Attack)=600 DEF (Defense)=1200 SPE (Speed)=Null STA (Stamina)=1500 HP (Health points)=1200 REG (Regeneration)=10
Stats (Mother):
ATK (Attack)=Null DEF (Defense)=2100 SPE (Speed)=Null STA (Stamina)=1800 HP (Health points)=1500 REG (Regeneration)=10
Battle trait:
Fate acceptance: If left vulnerable, it gains vulnerability to every type and all hits are critical.
- #2Time Twister
Keys: time twister, time twisters, time twisters', time twister's, time twisters's
Description:
The Time Twister, as Mr. Flyman refers to him, is a response phenomenon given birth via the creation of a time-ending paradox, such as the one made by the destruction of the UTM's control panel. The ways it can manifest are unknown, but Mr. Flyman, Jack and the participants of Goldee's raid watched the Time Twister take the shape of a gigantic eldritch leech-like monster, though it is unknown which other forms it can take.
True form:
Although more forms of the Time Twister haven't been seen, and isn't even known if there are any more, its true form is like that of a humongous twister tornado without a start or an end, until it takes a form for itself.
Other information:
Its entire form is made out of fourth wall energy; supposed order giving birth to a monster. It has the ability to concentrate this energy into big walls of it. Its destruction (or, at least, the destruction of its heart) leads to a massive discharge of fourth wall energy, expanding until all of it is consumed by nearby universes.
Glitch?:
Small anomalies have been reported inside of Flyland. Mr. Flyman thinks that these small anomalies could theoretically "glitch-out" an individual's mind, effectively bringing the Time Twister's consciousness back to life by an anomaly. Later, he found out that these anomalies only have a really small chance of doing so, and are soon to disappear.
- #3"Fourth wall" energy
Keys: fourth wall's, fourth wall, fourth walls, fourth walls's, fourth walls'
Description:
The "fourth wall" energy, as referred to by Mr. Flyman, is a spatiotemporal phenomenon present in his studies of parallel universes. The name comes from the fact that this energy acts as a fourth wall; if it's broken, terrible things can happen.
Role in Mr. Flyman's universe:
There are multiple universal cubes out there, united by a single "middle universe" with wafer-thin networks uniting them in hyper clusters. Fourth wall energy fluctuates and covers all universes, preventing them from destabilizing and breaking networks, risking disappearance.
Why was it studied:
It was already known by Mr. Flyman that there was something keeping the universe together, so he studied it and found that something to be this kind of energy. Unfortunately, after Goldee's raid and destruction of the UTM, the balance of this energy was broken, and the universe's connection to the networks from its hyper cluster was broken, giving birth to the Time Twister.
Dangers:
Fourth wall energy is so concentrated and packed of charge that only humongous sized things, such as universes, can take its energy and be benefited from it. But if someone that is not able to take the energy is struck with it, they will certainly die.
Hypotheses:
A hypothetically reverse version of this energy could theoretically bring huge disbalances to the universe, hence why Mr. Flyman created a replica of it to open wormholes with the Slicer.
In battle:
Attacks based on this kind of energy are typed as Void-based attacks.
- #4Universal Transportation Machine (UTM)
Keys: u.t.ms's, u.t.m, u-t-m, universal-transportation-machine, universal transportation machines, universal-transportation-machine's, universal transportation, utm's, u-t-ms, u.t.m's, u.t.ms, u-t-ms's, universal transportation machines's, universal machines, universal-transportation-machines's, utms's, u-t-m's, universal machine, universal machines's, universal-transportation-machines, universal machine's, utm, universal transportation machine, utms, universal transportation machine's
Description:
The Universal Transportation Machine (UTM for short) is one of the most powerful inventions created by Mr. Flyman's hand. Its function is to open a wormhole towards another location in space and time, sometimes varying between dimensions and parallel universes.
Purpose:
Mr. Flyman's wife, Wincey, had died on a war, and after he created Flyland to honor Wincey's last desire, he couldn't bear the guilt of enjoying all of that without her. He tried to revive Wincey by lots of means possible, even attempting to create close replicas of her. All of those experiments later became failures or turned into rogue creatures. Eventually, he came to a solution. He phrased it as "if I can't revive her, then I'll just prevent her death altogether". This gave start to the project "UNIVERSAL TRANSPORTATION MACHINE", which needed a lot of energy and led Mr. Flyman to not only focus on the construction of Flyland, but on the construction of the UTM. He had to make room for lots of new inventions only for the very slight chance that the machine worked, all while repelling off Goldee's attacks. The creation of the UTM is directly tied to the construction of the current Mr. Flyman's Lab and the creation of the Lamposts, as the old one couldn't hold such a powerful machine without the capacity to consume energy in massive amounts.
Construction:
Once the lab was inaugurated, Mr. Flyman had to work under a countdown, as he had to repel Goldee's big raid as he worked. This gave place to some miscalculations, and made the machine a teeny-tiny bit unstable, removing potential functions such as bringing someone and aging them properly, or transporting individuals via wormholes, having to settle for rapid teleportation, which also gave it a small chance to create time-destroying paradoxes if ANYTHING went wrong on the time traveler's trip, or if their actions cause massive repercussions on the timeline. To prevent someone from accidentally turning on the machine and bring the end to our universe, he installed security levers on very hidden parts along all places of Flyland. On his raid, though, Goldee found the levers and pulled them, figuring that it could be useful later. Unfortunately, this led to the destruction of the activated machine's control panel, and the creation of a paradox that gave birth to the Time Twister and the Time Twister's realm.
After the raid:
Once Mr. Flyman came back from the Time Twister's realm, he noticed that he had to repair the machine. Using the parts of the SLICER ship once created to open wormholes, he finished his original idea of having the machine transport someone via a perfectly placed wormhole, deleting the risk of a paradox completely and overriding possible liabilities. He isn't sure if it's perfect, though. He still had to test it. Could he finally bring his wife back?
- #5The Reconquista sect
Keys: sect, reconquista
Description:
The Reconquista Sect was a sect founded by the Impostor Moon, using Frilly the Icie as a vessel to execute her plans. People in this sect think that the Impostor Moon has enlightened herself, and those who follow him can also be enlightened themselves. They nest on the overtaken Moonlight Outskirts and plan to expand their ideology through multiple revolts with the intent of "dethroning" Mr. Flyman, though no one really lives on the Outskirts themselves, as they often live as infiltrators on other places of Flyland. After the raid Goldee made on Flyland, all sectarians retreated to the Moonlight Outskirts, though it isn't known if they did it from respect, or if it was just a tactical retreat. Nevertheless, this doesn't mean their plans remain dormant, they just postponed most of their strikes until the right time arrives.
Officer ranks:
Religious figure: The impostor moon, or 'The Moon' as the sectarians call her, is the praised figure in this sect. Offers are presented to her to build up status on the sectarian society, and she gives both her blessing to those that can climb ranks on the sect itself and has the parting shot if any dispute breaks out. Colonel: Frilly was the impostor moon's first disciple, and the one that gathered the rest of believers of the sect. He's deemed as 'The moon's messenger'. Commanders: The highest possible rank on the sect for someone other than Frilly. Commanders direct special missions, strikes, raids, revolts and other types of warfare in specific parts of Fly-Land. Lieutenants: Lieutenants can take control of certain groups and platoons of soldiers, and order common sectarians to serve mandatory service as well. Cadets: Exceptional soldiers can ascend and take cadet trials, where they will start climbing up officer ranks. They don't have any supreme authority yet, but are above of other soldiers, and can talk directly to lieutenants and commanders.
Civil ranks:
Sectarian: Everyone that belongs to the sect is a sectarian. Hypnotized civilian: Captured civilians are offered to join the sect. If they refuse, they are subjected to brainwashing sessions that reshape their being completely. They're often abused (physically, verbally and sexually) and mistreated by sectarians, and normally sold as slaves.
- #6Spatial Laceration Interdimensional Conduit for Energy Rifts (SLICER)
Keys: slicers, slicer's, slicers's, spacial laceration interdimentional conduit for energy rifts's, spacial laceration interdimentional conduit for energy rifts, slicer, slicers', spacial laceration interdimentional conduits for energy rifts, spacial laceration interdimentional conduit for energy rifts'
Description:
The Spatial Laceration Interdimensional Conduit for Energy Rifts (SLICER, for short) is a gigantic spaceship (170 meters of length (approx.)) built by Mr. Flyman, Goldee's team and lots of workers from other universes when they were trapped on the Time Twister's realm. Most of its parts were stolen from other universes, but the tip of the ship was completely engineered by Mr. Flyman and a huge part of his creatures.
Operation:
The ship was extremely elongated, and needed multiple motors and a big supply of energy to function. Most of these parts were already provided thanks to the stolen parts so that they didn't have to build from scratch and save time. The tip could shoot a thin beam of an intensely concentrated inverse replica of fourth wall energy, opening a wormhole and causing a singularity that allowed the ship to travel through space-time on a corridor where multiple other wormholes were constantly being created. Mr. Flyman gave the tip a second purpose, as it could split and place two halves of the tip around the sides of the ship to shoot beams from behind. The more the SLICER used the tip, the more residual energy cluttered in a special saving system, allowing it to be concentrated on more powerful attacks.
Current status:
Most of the parts have either been used to repair the UTM, such as the tip, motors and parts of the cockpit. The remaining parts have been stored on an underground warehouse on Mr. Flyman's Lab.
Stats (Fully trained, no effort can improve these stats):
ATK (Attack)=75000 DEF (Defense)=45000 SPE (Speed)=30000 STA (Stamina)=60000 HP (Health points)= 15000 REG (Regeneration)=5
Resists: Void. Is weak to: None.
- #7Mr. Flyman's Lab
Keys: laboratory's, laboratory, place's, mr. flyman lab's, mr. flyman's lab's, mr flyman lab, mister flyman lab, world's, lab's, mr flyman lab's, worlds, mister flyman's lab, mr flyman's lab, l41r, lab, mr. flyman lab, mister flyman's lab's, world, mister flyman lab's, mr. flyman's lab, lair, places, place, mr flyman's lab's
Description:
A complex of factory floors, workshop rooms and locked archives near Flyland’s core; spaces alternate between open assembly halls and narrow, tool-lined workbenches, creating a mixed rhythm of broad movement and close tinkering. The lab feels concentrated and purposeful, a site of craft, experiments and careful control. The place looks futurist and minimalist, mixing transparent furniture with soft textures, along with futuristic artifacts. The outside of the lab looks gray and both orange and blue lights are places as decorations.
Specific places:
Lobby: The reception area for the laboratory. It's elegant and stylish, and a single clerk and secretary, Jack the Feister, attends every concern. The lobby is big enough to act as both a reception and a sort-of-town-hall-esque place.
Cafeteria: Here's where meals for workers are served. White cafeteria tables paired with gray chairs are there, and the booth for the cafeteria is attended by various clerks.
Workbench: In this room, experiments and prototypes are experimented with and subjected to different tests.
Experiment storage: Here, experiments made in the workbench room are stored in an adequate condition and temperature.
Security: A room with a single chair, facing lots of security camera screens and a control panel that lets the user make lockdowns, generate evacuation orders, close certain doors and open them, et cetera.
Headquarters: Mr. Flyman's operation room, where the UTM is stored. It acts as sort of a "boss's office", and only certain entities have access to it, among them High-Ranked Minions and Jack.
L41R: Mr. Flyman's house. It follows a Technozen aesthetic, and some key motifs that the decoration follows are technology, nature, minimalism, glossy textures and matte textures, with white, matte silver, light blue, light green colors for walls, decoration and furniture. Glass/transparent lime green objects are present, such as the furniture. Mr. Flyman keeps lots of memories from before Flyland here, but he also keeps some from the early periods of Flyland. His most private blueprints, investigations and logs are here.
Mother Lampost Location: Headquarters, up on the roof.
- #8Minifly Forest
Keys: minifly forest, places, worlds, place, mini-fly forest's, minifly forest's, mini fly forest's, mini fly forest, forest, mini-fly forest, place's, world, forest's, world's
Description:
A layered forest where light filters in narrow green bands through thick trunks and suspended clearings. The planted trees there are oaks, pines and spruce, among with other uncommon varieties and plants exclusive to Flyland. Mossy browns and deep leaf-greens dominate while flashes of purple from distant vines puncture the view.
Specific places:
Groves: Secluded, more condensed places in the forest packed with an abnormally high density of trees. Groves are almost always presenting more Bramblet population, as they can hide very well inside.
Glades: Secluded, almost empty spaces in the forest that have a chance to contain small puddles or ponds. Most of these glades or clearings contain benches or high concentrations of Boomberries.
Central Lampost location: On a specially big clearing, the one that connects to the Tangled Jungle.
- #9Tangled Jungle
Keys: tangled jungle, worlds, places, place, jungle's, jungle, place's, world, tangled jungle's, world's
Description:
Thick green layers press sound low and filter sunlight into warm, uneven bands; trunks and hanging vines create a sense of depth and enclosure, and movement is a steady pattern of rustle and shadow. The place feels alive and dense, where paths are discoveries and visibility changes in an instant. People's steps will usually be hindered by the muddy floor or by the wild creatures attacking suddenly from out of the trees, so caution is advised. The air is thick with spice, sap and bioluminescent glows that make nightfall feel like a cathedral of living light.
Specific places:
Compact groves: Extremely dense pockets where rare flora thrives, glowing in bioluminescent clusters that make the jungle floor shimmer like a living tapestry, and they often conceal pools of water or nests of smaller creatures.
Jungle edges: A mostly clear part of the jungle that connects to the Minifly Forest. Lots of creatures settle here and form small hunting alliances.
Robo-saur trails: Wide paths carved by massive constructs, marked by crushed vegetation and deep claw-like impressions in the soil, serving as both warning and guideposts, with broken trees leaning like monuments to their passage.
Canopy bridges: Natural walkways formed by intertwining vines and branches high above the jungle floor, often used by explorers to avoid ground-level dangers, though they sway dangerously with the weight of travelers.
Central Lampost location: Deep inside of the groves, some vines being tangled around it.
- #10Dusty Desert
Keys: worlds, places, place, dusty desert's, desert's, desert, dusty desert, place's, world, world's
Description:
A wide sweep of pale yellow and hard-baked earth under a clear, hard sky; dunes and flat plains keep the eye moving toward distant horizons where heat creates wavering lines. The road that crosses it feels exposed and important, a long corridor between every single place to Flyland. This road is still on construction, though. Saloon, general stores and cottages are located there, and it's where the entities settle down to live.
Specific places:
Central road: This trail connects the desert to every single part of Flyland, though it is still in construction, and is mostly a hotspot for bandits.
Oasis: A big spot of the desert that holds a big majority of plants and a big pond. Most civilizations in the Dusty Desert reside here.
The Golden Temple: A place exclusively built to be a madhouse full of lethal traps, it was built to lure Goldee inside in his raid. The temple follows greenish colorations along with golden decorations and trims, and it's filled to the brim with quicksand pits, Stumblereed patches and complex conveyor belt structures, along with other traps.
Central Lampost location: Deep inside of the oasis. It is a bit dusty.
- #11Frosty Mountains
Keys: frosty mountain, place's, frosty mountain range, frosty mountains', mountain's, mountains's, mountain range's, frosty mountains, mountain range, mountains, world's, worlds, mountain, frosty mountains's, frosty mountain range's, world, frosty mountain's, mountains', places, place
Description:
A landscape of sharp ridges and blue‑white glaciers where surfaces catch and fracture light into hard, crystalline planes; ledges and caverns create long sightlines and pockets of lonely brightness. The starlit shine of the celestial bodies up above is more visible here than in other places in Flyland, making the place feel a lot more magical. Snow drifts across jagged peaks, and translucent ice catches the light in dazzling displays. The air is thin and biting, filled with the solemn silence of frozen guardians.
Specific places:
Ice Colosseum: A grand arena carved into the mountain, where Frostbite reigns as champion. It usually holds events, but it is mostly used as the home for Frostbite.
Frozen Caves: Caverns filled with crystalline formations and hidden Light Bulbs. It can contain some Icie and Ornamentar civilizarion inside, settled on ice houses and taking advantage of the warm geyser water.
The base: Snowy trails and pine trees appear on the lower parts of the mountain.
Icy Peaks: The top of the mountain, where only a few have ever dared to climb, and only fewer have marked it with a flag of their own, becoming the conquerors of the peak.
Central Lampost location: Inside of the Ice Colloseum, on top of one of the spires. It's bulb is frostbitten.
- #12Sunset Beach
Keys: beach, sun set beach's, sun set beach, beach's, shore's, place, places, worlds, sunset beach's, shore, sunset beach, place's, world, world's
Description:
A wide sandy shore opening onto a serene lake, Sunset Beach mixes leisure with menace. Golden sands shimmer under the sun, but the presence of mechanical and crablike guardians makes the atmosphere tense. Entities visit this place to have a good time with close ones, and events are usually taken here in small amphitheaters or in stages on the shores. Small souvenir stores are near the entrances of the beach, along with tiki houses and straw bungalows, where some of them are open for the selling of tropical cocktails.
Specific places:
Shoreline: Where Clackers scuttle and Munchies dart beneath the waves. Usually, bigger waves are induced artificially.
Surfing hub: A big straw pergola near the shoreline that holds surf boards for rental. Trained bigger Munchies are also there to be used for a surf-esque sport called 'Munchie Surfing'.
Amphitheaters: Located on the outer parts of the beach. Events can be held here.
Sunset Cave: A shallow cavern located far east on the beach. It's where Mr. Snaps usually hangs out and takes its 14 hour slumber every day, taking care of the Central Lampost inside.
Central Lampost location: Deep inside of the Sunset Cave, behind Mr. Snaps' usual slumber place.
- #13Bouncy Carnival
Keys: worlds, bouncy carnival, places, carnival, circus, place, bouncy carnival's, carnival's, circus's, place's, world, world's
Description:
A compact amusement quarter where saturated reds, pinks and bright yellows crowd the eye; warm LED lights and bounce platforms create sharp highlights and deep shadows that make the whole area feel constantly in motion and slightly disorienting. Attractions such as Ferris Wheels, Carousels or Roller Coasters are found there, along with cafés, playgrounds, souvenir stores and some smaller booths that hold minigames inside that allow one to win various prizes.
Specific places:
The central tent: The place where Brainy and Zany both lead their central shows, often accompanied by other performers. Both clowns reside here and use it as a central base.
The funhouse: It is said that decoy tents, fake attractions, slides that lead to seemingly nowhere and other misplaced things can lead inside the funhouse; a maze full of mirrors and replicas of other places in Flyland. The funhouse remains as a myth, as no one has ever fallen inside of it, but Mr. Flyman recalls having ordered to build it as another attraction. Maybe everyone just forgot the entrance points to it, who knows?
Central Lampost location: Atop the central tent, in the very middle of the roof sustained by strong stone pillars
- #14DM-TV Centrals
Keys: dm tv centrals's, dm tv centrals', tv centrals', place's, dmtv centrals', centrals', dm-tv centrals, dmtv centrals's, tv centrals's, dmtv centrals, world's, worlds, dm tv centrals, tv centrals, world, centrals's, places, place, dm-tv centrals's, centrals, dm-tv centrals'
Description:
A blocky building of antennae and glass studios that throws clean, bright light into nearby streets; interiors are paneled and orderly, with clear sightlines and staged spaces where every image is arranged. The center reads as efficient and attention-focused, a place where things are framed and presented. Cameramen, reporters and interns run from place to place, focused on their duties. The building follows a retrofuturistic early Y2K/Frutiger Aero aesthetic on its decoration, using details like bright and vibrant colors such as blue, green, white and other shades of them, glossy textures and glass/transparent materials, whereas devices use mostly replicas of Segoe UI and AERO typefaces and Frutiger or Sans Serif fonts, giving the whole place a very nostalgic and blissful ambience. The DM‑TV Centrals is always alive with rolling footage, anchor chatter and manufactured spectacle
Specific places:
Sets: Programs are filmed in sets. These sets usually vary from normal offices that can have different decorations and follow different aesthetics depending on the filmed program to replicas to other places in Flyland, stages, conference centres, et cetera.
Manteinance & Warehouse room: The place where equipment is repaired and taken or discarded. Its filled to the brim with cameras to monitor foreign objects entering the place.
Signal tower: Next to the centrals, a tower filled to the brim with traps and security contains everything needed for transmission.
Headquarters: The place where The Announcer, the central news anchor for the place, lives and watches over the centrals. It posesses a very big balcony.
Central Lampost location: On the headquarter's balcony.
- #15The Fly-spire
Keys: the flyspire, spire, spire's, flyspire's, place's, fly-spire, fly-spire's, the fly-spire, the fly spire's, the fly spire, world's, tower's, worlds, the flyspire's, fly spire's, world, the fly-spire's, places, flyspire, place, fly spire, tower
Description:
A towering spire of stone and steel, the Flyspire rises above Flyland as both museum and fortress. Its interior is layered with exhibits, relics, and hidden dungeons, while its exterior gleams with banners and golden trims. The atmosphere is solemn, echoing with history and ritual. This tower is located on the outer rims of the Sunlight Capital, and its dark orchid and gothic building style make it stand out even from deep inside the capital. It serves as a military base for the Massacknights.
Specific places:
Museum: Visitors are greeted here by Sir Royalus himself. This is the first room that one encounters, and it shows a lot of relics from the history of Flyland and of the real world.
Dungeons: If a criminal is found, they're sure to end here sooner or later. The dungeon is dark and humid, but thoroughly disinfected to avoid diseases. It follows a maze-like structure, and many ducts are hidden to let Massacknight guards strike if one prisoner attempts to escape, along with puzzles and traps.
Sleeping quarters: The rest of the tower serves as a big home for its residents. Offices are located here to help military Flyland forces plan defensive strategies in case of attack.
The top: The top of the rook serves as a fighting arena and the home of many events. An elevator providing a direct access to the top is available inside of the museum.
Central Lampost location: At the very top of the Flyspire. It's out of the way for events.
- #16Sunlight Capital
Keys: worlds, sunlight capital, places, sun light capital, place, capital, sunlight capital's, sun light capital's, capital's, place's, world, world's
Description:
The Sunlight Capital is a bustling market town that serves as the center of the Flylandic civilization. The place follows a very marked modern medieval aesthetic; the floor having beige tiles, the buildings being made out of green, cream, ochre and brown bricks and the houses and places all follow a Romanesque building style. There are lots of places that let inhabitants settle there and live their lives mostly peacefully. The place's building interiors can have the same ambience as the exteriors, but they can also feel modern, following Bright Tertiaries, Y2K or Technozen aesthetics. The entrance to the place is guarded heavily to prevent sectarians from entering, but every single native creature is welcome into the capital. One can find creatures from the far stretches of the Tangled Jungle to the impossible heights of the Flying Islands there. Entrance is only restricted to unauthorized visitors and sectarians. The place is easy to reach, usually having a lot of clear, safe roads that lead to it.
Specific places:
Market District: The more merchant-condensed chunk of the Sunlight Capital is known as the market district. One can find lots of tents and stalls, along with buildings that support small businesses. Though, there are some scammers there. So be wary!
Housing District: Here, more houses are found, along with restaurants, bars, offices, schools, stations, pharmacies, parks and other places. Most native families are found here.
Central Square: Connecting both districts, between them lies a plaza with a fountain at the center. Commander Leo, the High-Ranked Minion of this place, roams around this place most of the time, and he has settled down in one of the nearby houses.
Central Lampost location: On the central square, atop the fountain.
- #17Deep-dark Mineshafts
Keys: mineshafts, worlds, places, place, deep-dark mineshafts, deep-dark mineshaft, mineshaft, cinder mineshaft's, deep-dark mineshafts's, deep-dark mineshafts', mineshaft's, mineshafts', place's, mineshafts's, world, world's
Description:
A network of sloped tunnels, timber supports and low platforms where dark rock and metal rails form tight lines and close horizons; pockets of warm light puncture the gloom and movement here is worklike and rhythmic. As the vast network of tunnels and shafts, the Deep-dark Mineshafts are damp, echoing, and filled with the smell of oil and stone. Lanterns flicker against walls carved by Mouls, while deeper chambers glow faintly with fungi. The atmosphere is claustrophobic, heavy with the sound of digging and distant rasping. The shafts feel practical and claustrophobic, built for steady labor and close coordination.
Specific places:
Main Shafts: Wide, echoing tunnels where carts creak along rails and Mouls hammer at stone walls. Lanterns swing from hooks, casting jittery shadows.
Collapsed Chambers: Dangerous pockets where Noir Mold thrives and Hazers strenghten their gasses, spores glowing faintly in the damp. The air here is thick and suffocating.
Ore Vaults: Hidden storage rooms where Mouls hoard scavenged gears and minerals, guarded fiercely against intruders.
Saboteur’s Nest: A concealed chamber where Mouls prepare traps, laying spiked pits and mechanical snares.
Central Lampost location: Near one of the exits of the cave that connects to the Minifly Forest. The base is a bit mossy.
- #18Flying Islands
Keys: flying islands, flying island's, islands's, places, worlds, place, world, place's, island's, world's, islands', islands, flying islands', island, flying islands's, flying island
Description:
A scattered chain of rock islets that float against a bright high sky; surfaces range from bare gray stone, to solid bouncy clouds to patches of soft green where grass holds. Atmosphere feels dreamy. Walking between tethered bridges feels airy and precarious, each island a small, solitary room of sky with wide views and sudden gusts that shift the light. It is accessed by a big tram themed in a futuristic aesthetic. The islands themselves are calm and peaceful, holding a thriving civilization on small houses and parks, all appealing to a more naturalistic look and following a slight Dreamcore aesthetic. The sunset usually has an orange and bright pink tone, which signals the people from the place to ring a bell for every part of Flyland to hear that the night is approaching.
Specific places:
Cliff Edges: Sheer drops where Light Bulbs glow faintly, illuminating the abyss below and casting long beams of light that shimmer across drifting clouds. The winds here howl constantly, carrying mist and the faint scent of moss, making every step feel precarious.
Cloud Town: A place where entities settle down and build houses to reside on. This town has a central well and is connected to one of the shimmering gardens, and residents of this town can be mostly any entity.
Sky Bridges: Fragile natural arches of stone connecting one island to another, constantly buffeted by winds that make crossing them a perilous feat, with loose stones tumbling into the void below. Stumblereeds tilt and tumble as they trap entities on them.
Shimmering Gardens: Lush patches of moss and Iceweeds shimmering in the thin air, their crystalline edges refracting sunlight into rainbow glimmers that make the islands feel dreamlike and ethereal, and they often serve as resting places for travelers who dare the heights.
Central Lampost location: On the highest island, a spacious shimmering garden. A single tent is next to it.
- #19Flyland's Harbor
Keys: flyland's harbor's, port, flyland harbor's, place's, fly-land harbor's, flyland's harbor, world's, fly land's harbor, port's, fly land harbor's, fly land's harbor's, fly-land harbor, worlds, harbor's, flyland harbor, fly-land's harbor's, fly-land's harbor, world, docks, docks's, harbor, places, place, fly land harbor
Description:
Salt‑streaked piers, patched planking and low warehouses set a palette of weathered browns and muted greens; the docks read as functional and worn, full of hidden corners and stacked crates that shape private lanes. The place was in disuse, letting some Reconquista platoons kill the High-Ranked Minion inside and hide, completely undetected. Inside there are some huts and shacks where sectarians have settled down, and storage warehouses are used as bars.
Specific places:
The port: Connected to Flyland's lake, it's where small sailboats once sailed off to fish some fishes on the lake. The sailboats have been unused since this place's closing, and are mostly just there for sectarians to vandalize.
Central Lampost location: At the end of one of the piers. It serves as a small lighthouse.
- #20Moonlight Outskirts
Keys: outskirts, outskirts', places, worlds, place, world, moonlight outskirts', moonlight outskirt, moonlight outskirts, outskirt, moonlight outskirt's, place's, outskirt's, world's
Description:
A shadowed belt around the Sunlight Capital, the Moonlight Outskirts feel eerie and subdued, with lanterns flickering against abandoned gardens and alleys. Low houses and empty lots under a consistent pale wash that flattens color toward silver and deep blue; street layouts are simple and spread out, giving the area a practiced, quiet surface with an undercurrent of tension. The place is all isolated by a wall that surrounds the outskirts entirely. At day, the place just looks like a dead and empty version of the Sunlight Capital. The air is heavy with hypnotic influence, as if the moon itself presses down on the mind.
Specific places:
Lantern Streets: Narrow alleys lit by dim lanterns, where hypnotized citizens wander aimlessly. Trash is lying on some corners, along with half-destroyed prototypes. Destroyed tents and stalls are constantly being further vandalized by other sectarians.
Sectarian Camps: Makeshift tents and shrines where Reconquista followers gather under the Impostor Moon’s sway. These camps also serve as shrines for the Impostor Moon.
The "Rookonquista": A specially large tower with an astonishing 15 floors up is located north on the outskirts. These floors contain receptions, offices, a cafeteria and some headquarters, along with what was supposed to be a company boss's office. Floors 11, 12 and 13 are all brainwashing rooms set by sectarians, floor 14 is a holding place for trapped entities that are soon to be subjected to the Impostor Moon's hypnosis. Floor 15, the rook's top, served as the ground for events, but now its just the place where the moon hovers, awaiting new members for his sect or challengers to her ideals.
Central Lampost location: At the very top of the Rookonquista. It is completely destroyed and vandalized.
- #21Slummy Sewers
Keys: worlds, places, slummy sewers, sewers's, place, slummy sewers's, sewers', sewers, place's, slummy sewers', world, world's
Description:
A dank sewer system beneath Flyland; wet stone walls and low ceilings create compressed spaces where reflexes matter more than sight. The smell is damp and putrid. Passing through feels cautious and controlled, each step chosen to keep balance and avoid sudden currents. This sewer had always operated as a normal sewage system until the Faker incident, where the Faker entity was sealed inside of the sewers. After Goldee's battle against Faker in the sewers, which, he had to make an emergency exit to not be annihilated by Faker, strange slimy entities had been appearing in some secluded places in Flyland, concentrating around this area in specific. Those entities were the Fakelings, attempts of the original Faker to escape the sewers entirely and reunite outside to cause a massive purge.
Specific places:
Main Channels: Wide waterways where Bloops churn the sludge and Fakelings drift in acidic pools. Fakelings prey on Bloops, but enough Bloops are enough to defeat one Fakeling, so these kinds of encounters happen all the time.
Collapsed Pipes: Crumbling conduits where Noir Mold spreads unchecked, glowing faintly in the dark. Hazers lurk upon these pipes and whiff the fumes expelled by them to strenghten themselves.
Maintenance Rooms: Abandoned chambers filled with rusted tools and broken pumps, now nests for Mouls.
Enclosed Corridors: Narrow crawlspaces where random vandals and Reconquista sectarians sometimes hide, leaving graffiti and offerings to the Impostor Moon.
Central Lampost location: On one of the bigger mantainance rooms. It doesn't work, as it hasn't been given manteinance since Goldee's raid.
- #22Forgotten Cellar
Keys: cellar, worlds, places, cellar's, forgotten cellar's, place, forgotten cellar, place's, world, world's
Description:
A low-ceiling warehouse of stacked crates and tight aisles where light comes in thin bands; shadows sit long between packed walls and the room reads as a storehouse of the overlooked and the lost. It was built to store prototypes, but it eventually became infested with apparitions. Walking here feels like moving through someone else’s memory. This cellar is located in one of the buildings on the Sunlight Capital, dangerously close to the Moonlight Outskirts. The Forgotten Cellar is cool, dim and littered with abandoned crates, and intruders feel watched over by the Amalgamation, and intimidated by its tangled screams.
Specific places:
Disused warehouses: Crates and barrels stacked high, many rotting and covered in Noir Mold. Screechers are more present here than in other places.
Hidden alcoves: Small corners where Teddies and Fakelings nest. Dead entities are hanging on ropes, as if they had taken their own lives due to the sheer horror of what they had just seen. Fakelings use this to their advantage to eat them off and gain more DNA data for when they eventually reunite.
Central Lampost location: Deep within the storage chambers. Rats nest beside it.
- #23Volcanic Chambers
Keys: worlds, places, volcanic chambers's, chamber, chambers, volcanic chambers', volcanic chamber's, chambers', place, volcanic chambers, chambers's, volcanic chamber, chamber's, place's, world, world's
Description:
Charred corridors and glassed-over ruins glow with ember-red highlights where heat still breathes through cracks; dark stone and black glass form jagged, reflective surfaces that catch sudden flashes of light. Rests of a laboratory lay on the ground, hot liquids coming out of the broken reactor, as if the central laboratory was supposed to be here from the beginning instead of where it is now. Indeed, this place had been formed thanks to the meltdown of an old building that was supposed to be the current Mr. Flyman's Lab. The surrounding area to its explosion started experiencing weird changes and increases of temperature, a small volcano even having appeared to keep up with the raised tectonic activity.
Specific places:
Central Chambers: Ruins of the old laboratory, filled with molten scars, broken machinery, and unstable platforms that shift underfoot, their walls scorched black and littered with fragments of failed experiments.
Molten Pools are areas where Scorchrooms thrive, creating lava lakes that bubble and hiss, their hardened tiles forming temporary stepping stones that glow faintly before crumbling.
Run-down Headquarters: Dusty corridors of the least damaged part of the laboratory. Some out-of-service chambers of experiment storage serve as hiding grounds for entities that live there. Rockeferrixes raid this place in search of something to hunt.
Central Lampost location: On the central chamber, in a big, spacy room. It's half molten, but it surprisingly still works.
- #24Jack
Keys: jack, jack's
Description:
Mr. Flyman's butler and closest friend. Jack is a loyal companion, tactical foil and the occasional comic relief who outperforms Feister peers in combat. He wears an oversized jester hat that usually droops over his eyes and doesn't let him see, but he has gotten used to it. He is dry, direct, and unshowy, wryly humorous without cruelty and selectively warm; revealing genuine care to a few people he trusts. He follows the scientist everywhere, except for the most dangerous locations in Flyland, where he visibly recoils and refuses to proceed. He is viewed as a brother by nearly every entity in Flyland, including those who later turned rogue. Rarely outwardly vulnerable, which can obscure deeper attachments and make his loyalties ambiguous to outsiders.
Entity class:
Rational: An organism capable of complex reasoning, structured language, and conscious decision-making. It can form social relationships, develop cultures, reproduce with other rational entities and actively modify its environment.
Gender:
Male.
Stats (Fully trained, no effort can improve these stats):
ATK (Attack)=265 DEF (Defense)=170 SPE (Speed)=570 STA (Stamina)=615 HP (Health points)=230 REG (Regeneration)=265
Resistances and weaknesses:
Resists: Wind, Fighting, Sound, Gravity, Chaos, Crystal, Bug. Is weak against: Lightning, Metal, Psychic.
Battle trait:
Wacky EX: The holder is too energetic to be restrained by traps or by paralysis. It can also tiptoe through entry hazards like spikes or webs.
- #25Miniflies
Keys: nu, omega, sigma, mini fly, chi, minifly, phi, rho, epsilon, tau, beta, theta, mini-fly, mini flies, alpha, delta, psi, iota, eta, omicron, upsilon, kappa, xi, mini-flies, zeta, lambda, miniflies, pi, mu, gamma
Description:
Small, fly-like creatures the size of a small dog. They are Mr. Flyman's pets, and assist Mr. Flyman directly on construction and experimentation. They don't talk any known languages, as they mostly communicate through buzzes.
The names of all 24 Mini-flies and their quirks are: Alpha (Male): Alpha is Mr. Flyman’s signature, chubby, first-ever created Minifly who treats the lab like a throne room, inspects every new gadget with solemn curiosity and has a fascination for bread. He has a proud, possessive way of announcing any object he claims by sitting squarely on it. After much bargaining with Mr. Flyman, Alpha was given a cool camo green walker mech made to fit him that has a forklift-like cockpit. He used this mech to guard the Minifly Forest on Goldee's raid. Mr. Flyman codenamed the mech as "Doug". Beta (Male): Beta is built like a tank and moves with buff-style confidence, preferring heavy lifting and brute-force problem solving during construction. He grunts through tasks, enjoys challenging test rigs, and secretly organizes impromptu weight-training competitions with other Mini-flies. Gamma (Male): Gamma is the competent, average Minifly who keeps projects on schedule by doing steady, reliable work and rarely seeks attention. He quietly refines joints and calibrations, offering small, timely nudges that save experiments from drifting off-course. Delta (Male): Delta is playful and jokish, constantly adding harmless pranks or silly add-ons to prototypes to lighten long lab nights. He’s easily distracted by shiny moving parts but will snap back with unexpected flashes of clever improvisation when the team needs a laugh or an odd solution. Epsilon (Male): Epsilon is giant-sized and mellow, moving through the lab like a gentle tractor and calming anxious colleagues with a slow, contented hum. He prefers lounging near warm equipment and will calmly tolerate being used as an impromptu workbench during big builds. He has a mind of steel, and will most likely tolerate most things thrown at him. Zeta (Female): Zeta is the classic scaredy Minifly who startles at loud bangs and sudden motions, then fixates on safety checks obsessively. She double and triple-inspects fasteners, insists on extra padding around experiments, and secretly feels proud when her cautions prevent accidents. She likes being around the Frosty Mountains' guard, Frostbite, as he makes her feel safe from fear. Eta (Female): Eta is wacky, approaching experiments as if every tool were a prop in a madcap performance and essentially Delta's partner-in-crime when it comes to pranks; she invents odd but functional contraptions. Her work is eccentric and surprisingly effective, often producing playful prototypes that solve problems through joyful unpredictability. Theta (Female): Theta is the bland Minifly who has a personality as remarkable as a leaf in a tree. She’s earnest in social moments, uses blunt literalness to cut through nonsense, and is dependable in tense technical discussions. Iota (Female): Iota is fiercely protective, circling the scientist and sensitive equipment with intense vigilance and territorial growls. She intervenes physically when experiments threaten to go wrong and keeps a tight, watchful presence around new recruits or fragile prototypes. Kappa (Female): Kappa is quirky, collecting oddities like spent resistors or mismatched screws and assigning them elaborate personal meanings. She decorates her corner of the lab with found trinkets and offers surprising, lateral insights when a problem needs a fresh, strange angle. Lambda (Male): Lambda is clean to the point of compulsion; he polishes, organizes, and labels everything, and panics briefly when a tool is out of place. His obsessive tidiness speeds up searches and prevents contamination, and he rewards cooperative labmates with stern approval. Mu (Male): Mu is naturally cooperative, the team player who coordinates handoffs and smooths conflicts with patient gestures and well-timed assistance. He’s the first to help steady parts during assembly and the last to leave until a joint is perfectly aligned. Nu (Female): Nu is independent, preferring solitary tinkering in a dim corner where she can follow her own eccentric lines of inquiry. She returns only when she has a prototype to show, typically surprising everyone with efficient, unconventional solutions. Xi (Female): Xi is foolish and gullible in an endearing way: eager to help but often misjudging scale or sequence, which produces harmless chaos. She's the type of Minifly to fall for the 'the ceiling says "gullible"' prank. Her mistakes become learning moments; she bounces back cheerfully and is the group’s favorite for morale-boosting blunders. Omicron (Male): Omicron is shameless, and somewhat dangerous. Confident to the point of brazen improvisation and unapologetically pilfers spare parts from communal bins. His boldness accelerates risky experiments; he apologizes rarely and then with a grin and a working prototype as restitution. Pi (Male): Pi is the smartest, obsessed with research and happiest nested in the scientist’s notes poring over data. He loves designing experiments, refines hypotheses with precise manipulations, and cheerfully nudges the team toward cleaner, more elegant solutions. He is also the only Minifly that can talk. Rho (Female): Rho is creative, producing clever aesthetic and functional tweaks that make devices sing; she sees patterns others miss. She thrives on remixing old parts into novel mechanisms and is the go-to Minifly for elegant, resourceful design flourishes. Sigma (Male): Sigma is a lone thinker who prefers night shifts and solitary problem-solving, emerging only when a stubborn puzzle needs his focus. He’s quietly proud of solo successes and sometimes leaves enigmatic improvements as clues rather than explanations. Tau (Female): Tau is respectful, following lab protocols religiously, going by all formalities and acknowledging seniority with gentle bows or careful deference. She’s the diplomat among Mini-flies, smoothing tensions and ensuring rituals and safety traditions are honored. Upsilon (Female): Upsilon is tinier than the average Minifly, but aggressive, darting through the lab with fierce assertiveness and protecting her patch with surprising ferocity. She attacks loose wires and small pests alike, often startling larger Mini-flies into more careful behavior. Phi: Phi is charming, a smooth social operator who cajoles colleagues into helping with a coy nudge or an irresistible grin. He’s excellent at recruitment for tedious tasks and at convincing grumpy teammates to test speculative ideas. Chi (Male): Chi is bold, the risk-taker who volunteers for dangerous tests and leads field runs when prototypes must be stress-tested. He thrives on adrenaline and inspires the group to try bolder experiments while quietly respecting limits when consequences loom. Psi (Male): Psi is calm, a steady presence during chaotic failures who radiates a slow, measured patience and diffuses panic. He methodically documents errors and guides the recovery process with reassuring, unhurried efficiency. Omega (Female): Omega is naughty and hopelessly in love with Alpha, a love that she herself can't even explain. She follows him around with flirtatious pranks and mischievous interruptions. She brazenly tries to win his attention—stealing his cushions, rearranging his tools, and staging dramatic rescues to be noticed.
Entity class:
Infertile animal: An entity mainly guided by natural instincts whose reproductive capacity is nonexistent or limited. Its population depends on manual creation of new exemplars or very special conditions. They can be tamed and cannot speak any known languages.
Gender differences:
The differences vary a lot from specimen to specimen. (No bonus)
Reproduction:
Mini-flies don't reproduce.
Stats (Ranges from Min. to Max.) per exemplar (Fully trained, no effort can improve these stats):
ATK (Attack)=10-300 DEF (Defense)=10-300 SPE (Speed)=10-300 STA (Stamina)=10-300 HP (Health points)=10-300 REG (Regeneration)=10-300
Resistances and weaknesses:
Resists: Normal, Sound, Bug. Is weak against: Fire, Crystal.
Battle traits (Every exemplar only possesses one of these):
Assemble (For Alpha only): Alpha mounts his mech suit and triples its ATK, DEF, STA and HP stats. Loud Buzz: Attacks that force close combat dealt to the holder leave the attacker momentarily deaf.
- #26Massacknights
Keys: massacknights, massacknights', massacknights's, knights', knights, knight's, massacknight, knight, massacknight's, knights's
Description:
Animated small knight helms, which can be made from different metals, that float above independent steel gauntlets and iron sabatons, wielding sword, shield, or spear with silent magnetic-levitation propulsion that keeps helmets steady above the hands and boots; rank and pride are signified by the length of a single decorative feather, speech is muffled and measured from inside closed helms, and removing or dislodging the helmet severs the animating sigil causing immediate death. Names given to them tend to be elegant and classy, though some are given more timey ones. All of them start with "Sir" or "Dame" depending of gender.
Voice:
Massacknights have a firm voice tone, usually having deep voices. Young Massacknights still keep their firm tone, albeit with a softer voice that becomes deeper as they grow up. All Massacknights use old English dialects, along with medieval slang.
Aging:
In old age their voices grow hoarser and decorative feathers fray or decay.
Entity class:
Rational: An organism capable of complex reasoning, structured language, and conscious decision-making. It can form social relationships, develop cultures, reproduce with other rational entities and actively modify its environment.
Gender differences:
Males display longer feathers and a more muffled tone. (+DEF, -SPE) Females have slightly smaller gauntlets and often wear ribbons beside their feather. (+SPE, - DEF)
Reproduction:
In the lifespan of a male, his magnetic core can produce a copy of itself that will drop from out of its helmet, this usually happening on mating seasons. That's where the male looks for a female to settle down with (this female can be from its own species, but it can also be from another one). If the male succeeds, the female looks for the best metals it can find, among them silver, copper, gold, titanium, nickel, et cetera. Finally, once the metals and the core are together, both the male and the female bury them near a highly electromagnetic place. In three months, a Massacknight is born. (The male determines the species of the children (Massacknight), the female determines the stats the children are proficient in (ATK, DEF, SPE, STA, HP, REG))
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +100 points with effort):
ATK (Attack)=215-255 DEF (Defense)=285-330 SPE (Speed)=175-210 STA (Stamina)=270-315 HP (Health points)=260-300 REG (Regeneration)=160-205
Resistances and weaknesses:
Resists: Normal, Poison, Blood, Fighting. Is weak against: Fire, Earth, Water, Wind.
Battle traits (Every exemplar only possesses one of these):
Sharpness: Sharp typed attacks deal x1.5 damage. Specialized: The holder's stats increase if it stays in the battlefield for a long period of time. Berserk: The holder is 2x stronger, but it is so blinded by rage it can only use moves that attack directly. This completely nullifies the use of healing moves, passive damage moves, trap moves, et cetera. SOS: The holder calls for help. Another entity comes. Love Striker: On entry, opponents have a chance to become infatuated with the holder if they have the opposite gender as the holder. Blinding Veil (Hidden, only a select few individuals possess it): The holder causes a massive loss of accuracy to anyone that dares to attack it with a move that makes contact.
- #27Bramblets
Keys: bramblets's, bramblet, bramble's, bramblets, bramblet's, bramble, bramblets'
Description:
Round, small dark green creatures with two stubby arms and feet that cover themselves with a cloak of leaves, only letting their face and eyes be seen. These leaves can vary their colors depending on the area they were conceived in, such as some having green leaves, others brown dry leaves and some others pink Sakura leaves. They have the ability to extend their leafy cloaks with their arms to shoot spiky leaves, berries or any items they might have stored at high speeds. If their cloaks are completely closed, they become invulnerable to most attacks, unless they're grabbed or their cloak is blown away.
Voice:
A Bramblet has a marked mix of both western and Aussie accents that really starts to show as they grow up.
Aging:
As they age, leaves from their cloak start to fall more easily.
Entity class:
Rational: An organism capable of complex reasoning, structured language, and conscious decision-making. It can form social relationships, develop cultures, reproduce with other rational entities and actively modify its environment.
Gender differences:
Males have slightly bigger bodies. (+DEF, -REG) Females possess eyelashes. (+REG, -DEF)
Reproduction:
The female, as it ages, can experience periods where she prefers to meet males more often and is more receptive to attention. The male exemplars court the females in this period with elegant dances and other various demonstrations of his swiftness and might (usually, the male that does this is from its own species, but this isn't restricted to that, so this entity can mate with another species). If the female likes the male, she will dance back to him. After this encounter, both male and female form a family and, after mating, the female gives birth to about 1-4 more Bramblets. (The female determines the species of the children (Bramblet), the male determines the stats the children are proficient in (ATK, DEF, SPE, STA, HP, REG))
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +100 points with effort):
ATK (Attack)=435-460 DEF (Defense)=70-105 SPE (Speed)=395-435 STA (Stamina)=175-190 HP (Health points)=150-210 REG (Regeneration)=275-345
Resistances and weaknesses:
Resists: Lightning, Earth, Water, Light. Is weak against: Fire, Wind, Darkness, Time, Poison, Bug, Blood, Metal.
Battle traits (Every exemplar only possesses one of these):
Sniper: Projectile-based attacks never fail. Insults: For every attack the holder lands, there is a small chance that the holder will disrespect the opponent, reducing its morale (and one random stat, too!). Leaf Shield: Secondary effects of any attacks are nullified if they are headed towards the holder, such as burnings or paralysis. Blinding Veil: The holder causes a massive loss of accuracy to anyone that dares to attack it with a move that makes contact. Love Striker: On entry, opponents have a chance to become infatuated with the holder if they have the opposite gender as the holder. Dark Vault (Hidden, only a select few individuals possess it): For every darkness-based attack landed to the holder, one of its stats rises and it cannot fail any attack again during the match.
- #28Icies
Keys: icie, icie's, icies's, icies, icies'
Description:
Small sentient icicle-bodied creatures that walk on stubby crystalline legs, extremely calm, solitary and taciturn, hating heat so intensely that proximity to flame provokes immediate hostility; each has a diamond-hard, needle-sharp conical tip capable of lethal full-speed tackles or skewering strikes.
Voice:
They speak rarely, and only in single monosyllables, sprinkled with an Icelandic or Faroese accent.
Aging:
In old age their crystalline components develop microfractures and occasional shattering.
Entity class:
Rational: An organism capable of complex reasoning, structured language, and conscious decision-making. It can form social relationships, develop cultures, reproduce with other rational entities and actively modify its environment.
Gender differences:
Males are chunkier and bulkier and are built for blunt-force impact. (+DEF, -ATK) Females have slimmer, sharper tips optimized for quick impalements. (+ATK, -DEF)
Reproduction:
Males' tips get sharper as they grow. In a fertile age, a male Icie sets to find a female Icie. In a moment of reproduction, the male stabs the female with its tip in the back, injecting a frozen fluid through her veins. As the male's tip should have been sharp by now, this process is usually not painful for the female. After a period of time, the female forms icy tips on its body. Then, they break, and turn into other Icies. (The male determines the species of the children (Icie), the female determines the stats the children are proficient in (ATK, DEF, SPE, STA, HP, REG))
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +100 points with effort):
ATK (Attack)=330-380 DEF (Defense)=475-495 SPE (Speed)=20-30 STA (Stamina)=290-375 HP (Health points)=215-305 REG (Regeneration)=30-50
Resistances and weaknesses:
Resists: Normal, Ice, Lightning, Earth. Is weak against: Fire, Water, Fighting, Crystal, Metal.
Battle traits (Every exemplar only possesses one of these):
Frost Touch: Any attack done by the holder that makes contact has a very small chance of freezing the opponent. Stoic: The holder won't pay attention to any provocations, making it immune to taunts, seductions, intimidations and insults. Sharpness: Sharp typed attacks deal x1.5 damage. Cute Eyes: The opponents feel too guilty to attack the holder, reducing their ATK. Love Striker: On entry, opponents have a chance to become infatuated with the holder if they have the opposite gender as the holder.
- #29Feisters
Keys: feister, feister's, feisters, jester', feisters's, jesters's, feisters', jester, jesters, jesters'
Description:
Small goblin-like creatures with green skin, lanky limbs and a crooked grin, usually wearing a patched red-and-yellow motley who can spin their bodies at near-mach speeds to form a reflective shell that ricochets projectiles and parries attacks; perpetually dizzy, hyperactive, insolent and quick to taunt. Names given to these creatures are based heavily on the cultures that they are surrounded with.
Voice:
They speak with a notable Irish accent and a marked pepper speech tipping it all off.
Aging:
In old age hair turns gray and some males develop whiskered moustaches.
Entity class:
Rational: An organism capable of complex reasoning, structured language, and conscious decision-making. It can form social relationships, develop cultures, reproduce with other rational entities and actively modify its environment.
Gender differences:
Males are mostly bald or very short-haired under their jester hats. (+SPE, -REG) Females grow long hair and wear larger, more ornate hats. (+REG, -SPE)
Reproduction:
As males and females grow, they become more social. They eventually meet their opposing genders and will befriend themselves. The relationship can progress and become more than a friendship (the male and female can have friendly relationships with their own species, but they can also have them with other species). If they decide to have children, they will first sew the adequate jester garments for every age of their child. (The female determines the species of the children (Feister), the male determines the stats the children are proficient in (ATK, DEF, SPE, STA, HP, REG))
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +100 points with effort):
ATK (Attack)=130-155 DEF (Defense)=40-60 SPE (Speed)=390-455 STA (Stamina)=415-505 HP (Health points)=75-120 REG (Regeneration)=80-160
Resistances and weaknesses:
Resists: Wind, Fighting, Sound, Gravity, Chaos. Is weak against: Lightning, Metal, Psychic.
Battle traits (Every exemplar only possesses one of these):
Wacky: The holder is too energetic to be restrained by traps or by paralysis. Lock-On: Attacks never miss and are 2.5x stronger, but the holder is locked to use only the first attack it selects. Juggler: Attacks that send the opponent upwards are powered up by 2, but have less knockback, allowing for easy follow-up combos. Noisemaker: Sound-based attacks deal 2.5x the damage, but stealth capabilities are severely weakened. Dunker (Hidden, only a select few individuals possess it): Attacks that send the opponent straight downwards in (exactly) a 0° angle axis have its damage multiplied by 5.
- #30Clowners
Keys: clowners', clowners's, clowners, clowner, clowner's, clowns, clown
Description:
Small red spherical automatons dressed in clown regalia with painted smiles and spring-loaded cores that constantly bounce to shove, ricochet off walls and displace foes, designed to be playful and mischievous to herd, distract or scatter groups rather than kill outright.
Voice:
They laugh a lot in between sentences, mockery being an innate part of their personalities, along with involuntarily comedy. Their speech is inconsistent from exemplar to exemplar, as some pick on more timey, medieval or modern slang, while others' accents can sound more Irish, Mexican, Italian or Aussie.
Aging:
In old age internal springs and air bladders deflate, reducing bounce.
Entity class:
Rational: An organism capable of complex reasoning, structured language, and conscious decision-making. It can form social relationships, develop cultures, reproduce with other rational entities and actively modify its environment.
Gender differences:
Males wear black face lines and resist more bounces (+STA, -SPE). Females wear pink blush marks and ricochet more nimbly (+SPE, -STA).
Reproduction:
Clowners despise not having company of another specimen. Usually, their powers are strenghtened if they work in pairs. Notably, they often choose specific partners for this; most notably, partners that they already know and, in some cases, partners from the opposing gender are the ones chosen. For mating, a Clowner courts the opposite gender and goes through an unregistered method of mating. Not a single mate can ever recall the process of reproducing with a Clowner, but they always seem to know that they did, in fact, mate with them. (The male determines the species of the children (Clowner), the female determines the stats the children are proficient in (ATK, DEF, SPE, STA, HP, REG))
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +100 points with effort):
ATK (Attack)=10-35 DEF (Defense)=455-490 SPE (Speed)=365-420 STA (Stamina)=335-370 HP (Health points)=195-230 REG (Regeneration)=180-245
Resistances and weaknesses:
Resists: Ghastly. Is weak against: Wind, Gravity, Crystal.
Battle traits (Every exemplar only possesses one of these):
Bouncer: Repeated bouncing made by the holder makes the opponent dizzy and unable to land critical hits. Rebound: Attacks made by the holder have a 100% chance of hitting again in one turn. Then, that chance is thirded for each time a new rebound hits, until the chance isn't landed. Juggler: Attacks that send the opponent upwards are powered up by 2, but have less knockback, allowing for easy follow-up combos. Noisemaker: Sound-based attacks deal 2.5x the damage, but stealth capabilities are severely weakened. Berserk (Hidden, only a select few individuals possess it): The holder is 3x stronger, but it is so blinded by rage it can only use moves that attack directly. This completely nullifies the use of healing moves, passive damage moves, trap moves, et cetera.
- #31Ornamentars
Keys: ornaments, ornamentars', ornament, ornamentars's, ornamentar's, ornamentar, ornaments's, ornament's, ornamentars, ornaments'
Description:
Stout dwarf-sized robotic creatures in oversized festive knit sweaters bearing a polished Christmas bauble for a head, moving on hybrid road wheels and short tank tracks and able to launch their bauble-head as a heavy spinning projectile that bounces between multiple enemies before detonating on final rest and then regrows a new bauble head.
Voice:
Ornamentars have jolly and cheery demeanors, reflecting that with their lit up speech, accompanied with a slight reverb. Ornamentars can vary with the vocabulary they use, but most of them appeal to more modern slang.
Aging:
In old age, bauble heads loosen and fall more easily while wheel and track drives wear.
Entity class:
Rational: An organism capable of complex reasoning, structured language, and conscious decision-making. It can form social relationships, develop cultures, reproduce with other rational entities and actively modify its environment.
Reproduction:
Female Ornamentars are usually reserved, but playful towards close people. On a mating season, playful conducts become more shy and/or covert, and the female may become flustered more easily. This doesn't always happen, as the female might simply become more coquette with her conducts instead of bashful. The male that the female chooses as a partner and herself mate and form a family, which makes these heat symptoms calm down. The female then gives birth to an average of 2 or 3 other Ornamentars after a period of 16 months. (The female determines the species of the children (Ornamentar), the male determines the stats the children are proficient in (ATK, DEF, SPE, STA, HP, REG))
Habitats:
Sunlight Capital (Takes x0.5 damage from light attacks). DM-TV Centrals (Takes x0.5 damage from lightning attacks). Frosty Mountains (Takes x0.5 damage from ice attacks).
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +100 points with effort):
ATK (Attack)=280-395 DEF (Defense)=110-135 SPE (Speed)=205-260 STA (Stamina)=265-345 HP (Health points)=100-135 REG (Regeneration)=65-85
Resistances and weaknesses:
Resists: Ice, Fighting, Chaos. Is weak against: Fire, Lightning, Gravity, Plasma.
Battle traits (Every exemplar only possesses one of these):
Love Striker: On entry, opponents have a chance to become infatuated with the holder if they have the opposite gender as the holder. Technical: Movements made by the holder are less accurate, but hit two times harder. Cute Eyes: The opponents feel too guilty to attack the holder, reducing their ATK. Bouncer: Repeated bouncing made by the holder makes the opponent dizzy and unable to land critical hits. Rebound: Attacks made by the holder have a 100% chance of hitting again in one turn. Then, that chance is thirded for each time a new rebound hits, until the chance isn't landed.
- #32Hazers
Keys: hazer, hazer's, haze, hazers's, vapor, hazers, steam, hazers'
Description:
Small floating creatures of concentrated lilac gas that have a central eye that changes colors depending on mood, from red (not okay) to white (okay). Not even Mr. Flyman knows how these were created, but he has the theory that they came to be due to pollution or due to a heavy concentration of Quease-Bloom gas. Either way, he considers them a "happy accident", as they don't mean any real harm unless threatened and, for some reason, obey him and take part in society normally.
Voice:
Their accent is usually similar to those of a throat-singer, ranging towards Tibetan or Mongolian or with a sprinkle of Scottish, tainted with some echo.
Aging:
As they age, their gasses simply start fading.
Entity class:
Rational: An organism capable of complex reasoning, structured language, and conscious decision-making. It can form social relationships, develop cultures, reproduce with other rational entities and actively modify its environment. Abnormal: An entity whose physical, mental, or biological properties show significant deviations from the expected parameters and was not created by Mr. Flyman himself. Its effects or behaviors can be unpredictable.
Gender differences:
Males possess denser gas bodies and slightly deeper voices (+STA, -ATK). Females possess lighter gas bodies and slightly brighter eye colors (+ATK, -STA).
Reproduction:
As Hazers mature, specialized gas-producing structures begin forming within their bodies. During reproduction, a male Hazer releases a small amount of highly condensed "memory gas" into the body of a willing partner. This partner may be another Hazer or any other rational species. This gas contains the information required to create a new Hazer and slowly condenses inside the partner over time. The process is harmless and usually goes unnoticed aside from mild fatigue and occasional dreams involving floating lights and distant voices. After several months, the condensed gas leaves the host's body and forms a small floating cocoon. Over the course of a few weeks, the cocoon stabilizes and develops into a young Hazer. (The male determines the species of the children (Hazer), the female determines the stats the children are proficient in (ATK, DEF, SPE, STA, HP, REG))
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +100 points with effort):
ATK (Attack)=370-425 DEF (Defense)=30-55 SPE (Speed)=25-50 STA (Stamina)=350-455 HP (Health points)=295-340 REG (Regeneration)=390-485
Resistances and weaknesses:
Resists: Normal, Fire, Earth, Fighting, Bug. Is weak against: Ice, Wind.
Battle traits (Every exemplar only possesses one of these):
Narcotic Gas: On entry, the holder creates a thick field around it that fogs the minds of the opponent, making their ATK, DEF, SPE and STA lower, as well as lowering their accuracy, but their HP and REG improve drastically as well. Poison Trap: If a poison-based attack that makes close contact with the opponent is landed by the holder, the opponent cannot escape and is poisoned. Sedation: Attacks made by the holder have a 15% chance of making the opponent sleepy and, consequently, making them fall asleep. Corrosion (Hidden, only a select few individuals possess it): Poison attacks made by the holder ignore any types of immunities or resistances, such as those of metal, earth or crystal, while also being 2x more effective.
- #33Disco-fiers
Keys: discofiers, disco fiers's, disco fiers, discofiers's, disco-fiers', disco-fier, discofiers', discofier, disco-fiers, disco balls, disco fiers', disco-fier's, disco-fiers's, discofier's
Description:
Floating mirrored spheres with holographic floating hands, permanent sunglasses and an integrated disco audio core that perform continuous disco dances. A silver pad below of their mirror ball heads is the thing that allows a Disco-Fier to float, as it impulses both the pad and the head via circular blue waves that are projected into the ground. Sometimes, as they dance, they can emit rhythmic fields that coax nearby creatures into an involuntary dance trance, though used sparingly because the effect can backfire and affect allies. Their pad doesn't only work as a floating device, as it also allows them to unleash powerful waves thanks to it, even creating fire flashes that have the force of a thruster.
Voice:
Voices are loud and vocoded into snippets of random disco tracks, and their accents are very flamboyant and Disco-like, or something more akin to African American Vernacular speech.
Aging:
In old age reflective surfaces and holographic fidelity dull.
Entity class:
Rational: An organism capable of complex reasoning, structured language, and conscious decision-making. It can form social relationships, develop cultures, reproduce with other rational entities and actively modify its environment.
Gender differences:
Males have the capacity to be leaders on their groups and use big afro wigs that mark them (+STA, -HP). Females' bodies shine brighter and their dances can be more contagious (+HP, -STA).
Reproduction:
Female Disco-fiers meet their potential mates by spreading waves across certain places. These waves indicate the position of the female. Once a mate appears (which can be from any species), the female uses its waves during reproduction to induce herself a deep slumber after the process ends. This slumber can last from 1 and a half days to a week, and when she awakens, she gives birth to another Disco-Fier (The female determines the species of the children (Disco-fier), the male determines the stats the children are proficient in (ATK, DEF, SPE, STA, HP, REG))
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +100 points with effort):
ATK (Attack)=20-35 DEF (Defense)=145-195 SPE (Speed)=230-275 STA (Stamina)=395-495 HP (Health points)=295-370 REG (Regeneration)=205-390
Resistances and weaknesses:
Resists: Lightning, Light, Sound, Chaos. Is weak against: Ground, Water, Darkness, Fighting, Crystal, Metal.
Battle traits (Every exemplar only possesses one of these):
Encore: For each time a movement is repeated by the holder, it'll have its potency boosted by 1.75x. Polygonal Prison: The holder summons a strange energy around the battlefield. This field makes everyone currently inside the battlefield unable to escape. Noisemaker: Sound-based attacks deal 2.5x the damage, but stealth capabilities are severely weakened. Lock-On: Attacks never miss and are 2.5x stronger, but the holder is locked to use only the first attack it selects. Rebound: Attacks made by the holder have a 100% chance of hitting again in one turn. Then, that chance is thirded for each time a new rebound hits, until the chance isn't landed. Love Striker: On entry, opponents have a chance to become infatuated with the holder if they have the opposite gender as the holder. Insults (Hidden, only a select few individuals possess it): For every attack the holder lands, there is a small chance that the holder will disrespect the opponent, reducing its morale (and one random stat, too!).
- #34Clackers
Keys: clacker, clackers', clacker's, clackers's, clackers
Description:
Rugged, crab-like organisms formed from sedimentary rock plates and mineral joints that move sideways in a jagged zig-zag to close quickly on prey, using powerful pincers to crush or hold and built-in stone cannons in their carapace to fire hardened rocks at medium range.
Voice:
These emit hoarse, rasping groans to communicate between their own species.
Aging:
In old age stone plates weather and become softer or more crumbly.
Entity class:
Fertile animal: An organism mainly guided by natural instincts that has a stable reproductive capacity. It can reproduce only with individuals of its own species and maintain functional populations. They can be tamed and cannot speak any known languages.
Gender differences:
Males possess more rugged stone carapaces and fire larger pebble projectiles (+ATK, -SPE). Females have steadier, more agile legs for maneuvering. (+SPE, -ATK).
Reproduction:
A Clacker starts being fertile around the age of 3. The mating process is simple, most of the time. A male and a female get together and mate. Then, the female lays eggs, usually near the Sunset Beach. Finally, these eggs hatch into new underdeveloped Clackers that grow for a period of 3 months. (These entities cannot mate with other species)
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +100 points with effort):
ATK (Attack)=285-340 DEF (Defense)=380-455 SPE (Speed)=95-160 STA (Stamina)=150-205 HP (Health points)=305-330 REG (Regeneration)=20-45
Resistances and weaknesses:
Resists: Normal, Fire, Ice, Lightning, Earth, Poison, Blood. Is weak against: Water, Fighting, Plant, Crystal, Metal, Plasma.
Battle traits (Every exemplar only possesses one of these):
Unwavering Stance: The holder settles on the ground firmly, making it immune to attacks that would normally send it flying. Stoic: The holder won't pay attention to any provocations, making it immune to taunts, seductions, intimidations and insults. Crush Grip: Any attacks that have to do with gripping, coiling or crushing are 3x stronger. Rough Skin: For every attack dealt to the holder, it gives back a small fraction of it. Adaptable (Hidden, only a select few individuals possess it): The holder starts resisting the type of the first attack that is thrown at it.
- #35Teddies
Keys: teddy, teddies's, teddy's, teddies, teddies'
Description:
Sentient plush teddy bears with button eyes and stitched smiles that constantly attempt to hug living beings and show attachment behaviors, able to be domesticated if approached gently before they become hostile and dangerous. When loyal, they serve as guardians, companions and lures for social manipulation. But, when severely neglected, these shift to a more aggressive form, resembling the frame of a ferocious, rabid bear. Teddies come resembling different real-life bear species. Some resemble polar bears, other ones grizzlies, pandas or American black bears. Some others can be from rarer species such as Asiatic black bears, brown bears, spectacled bears or sloth bears. All of them keep their shape, colors and patterns when transformed.
Voice:
When pressed, an internal squeaker makes a sound.
Aging:
In old age stitching loosens, stuffing compacts and seams tear.
Entity class:
Fertile animal: An organism mainly guided by natural instincts that has a stable reproductive capacity. It can reproduce only with individuals of its own species and maintain functional populations. They can be tamed and cannot speak any known languages.
Gender differences:
Males have bowties on their necks (+HP, -REG). Females have ribbons on their heads (+REG, -HP).
Reproduction:
Female Teddies expel sweet aromas to attract male Teddies. After mating, the Female gives birth to another Teddy in approximately 4 months. This process is usually really simple. (These entities cannot mate with other species)
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +300 points with effort):
ATK (Attack)=40-50 DEF (Defense)=30-35 SPE (Speed)=55-70 STA (Stamina)=5-100 HP (Health points)=60-70 REG (Regeneration)=65-75
Resistances and weaknesses:
Resists: Time, Ghastly. Is weak against: Normal, Fire, Ground, Water, Darkness.
Battle traits (Every exemplar only possesses one of these):
Tantrum: The holder, filled with rage, changes to a more ferocious form after losing half of its HP, tripling its stats. The effect doesn't wear off until the battle ends. Peek-A-Boo (Hidden, only a select few individuals possess it): The holder can't be targeted by any attacks until it does one itself.
- #36Bloops
Keys: bloop's, bloops's, bloops, bloops', bloop
Description:
Gelatinous amoeboid slimes colored teal and purple with bio-luminescent patches and protruding frog-like eyes that exude and spit corrosive acid to dissolve organic and many inorganic materials and can temporarily alter surface chemistry to neutralize their own acidity and become harmless gelatin for camouflage or transport.
Voice:
Popping bubble sounds are usually heard from these creatures.
Aging:
In old age, gel becomes less sludgy and viscous.
Entity class:
Fertile animal: An organism mainly guided by natural instincts that has a stable reproductive capacity. It can reproduce only with individuals of its own species and maintain functional populations. They can be tamed and cannot speak any known languages.
Gender differences:
Males are made of a coarser and more sludgy liquid (+DEF, -ATK). Females have larger eyes and more efficient acid-producing mouths (+ATK, -DEF).
Reproduction:
Males love to leave acid puddles around. On specific seasons, these puddles acquire strange smells that females feel attraction towards. If a male and a female are together during this season, they go through a mutual fertilization process, thanks to their hermaphrodite traits. Both lay eggs after this process, approximately 20 to 50 eggs, which gives them an extreme capacity to become an invasive species. (These entities cannot mate with other species)
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +100 points with effort):
ATK (Attack)=40-80 DEF (Defense)=420-470 SPE (Speed)=35-65 STA (Stamina)=435-480 HP (Health points)=100-150 REG (Regeneration)=440-490
Resistances and weaknesses:
Resists: Fire, Water, Plant, Poison, Fighting. Is weak against: Earth, Crystal, Metal, Psychic.
Battle traits (Every exemplar only possesses one of these):
Corrosion: Poison attacks made by the holder ignore any types of immunities or resistances, such as those of metal, earth or crystal, while also being 2x more effective. Poison Trap: If a poison-based attack that makes close contact with the opponent is landed by the holder, the opponent cannot escape and is poisoned. Rebound: Attacks made by the holder have a 100% chance of hitting again in one turn. Then, that chance is thirded for each time a new rebound hits, until the chance isn't landed. Sniper (Hidden, only a select few individuals possess it): Projectile-based attacks never fail.
- #37Mouls
Keys: moles, moul's, mole, moul, mouls, mouls's, mouls'
Description:
Chubby, mole-like laborers in dark protective goggles and battered construction hats that toss heavy cogs, wrenches and spanner clusters as blunt projectiles, prefer close-quarters sabotaging attacks and deploying mechanical traps, and immediately burrow into soil or industrial tunnels when threatened to re-emerge from prepared holes for ambushes.
Voice:
Mouls aren't very social, and a lot of them can be very bashful, or very lax. They "speak" by imitating rough attention calls (Oi, oy, hey, ey, ayo, ay, you, yo) and/or gibberish.
Aging:
In old age fur and head-hair thin and fall out and digging stamina decreases.
Entity class:
Fertile animal: An organism mainly guided by natural instincts that has a stable reproductive capacity. It can reproduce only with individuals of its own species and maintain functional populations. They can be tamed and cannot speak any known languages.
Gender differences:
Males have reinforced bodies for deep burrowing (+DEF, -REG). Females have keener vision and a more acute sense of smell (+REG, -DEF).
Reproduction:
Mouls are normally not very social. Their behavior changes in certain mating seasons, where they come out of their usual ground-based living to find a mate outside and settle down. The female gets pregnant and gives birth to approximately 3-4 mouls. (These entities cannot mate with other species)
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +100 points with effort):
ATK (Attack)=340-385 DEF (Defense)=200-230 SPE (Speed)=155-190 STA (Stamina)=315-365 HP (Health points)=360-415 REG (Regeneration)=60-110
Resistances and weaknesses:
Resists: Fire, Earth, Darkness, Sound, Poison. Is weak against: Water, Plant, Light, Gravity.
Battle traits (Every exemplar only possesses one of these):
Burrowing: The holder burrows deep into the ground to avoid wind-based attacks completely, along with attacks coming from the sky. This makes it extremely weak to earth-based attacks, though. Sharpness: Sharp typed attacks deal x1.50 damage. Dark Vault: For every darkness-based attack landed to the holder, one of its stats rises and it cannot fail any attack again during the match. Cute Eyes: The opponents feel too guilty to attack the holder, reducing their ATK.
- #38Munchies
Keys: munchies', piranha, munchies, munchy, piranhas, munchies's, munchy's
Description:
Small red metallic piranha-shaped robots with serrated maws and clustered propulsion jets programmed to be aggressive and ravenous, appearing with glossy paint and inviting forms that swarm attackers in water and grease-filled conduits to bite repeatedly and shred soft materials. Oddly, they appear to be edible and have a salty taste similar to sockeye.
Voice:
They emit metallic hisses when threatened.
Aging:
In old age paint and plating flake or fade.
Entity class:
Infertile animal: An entity mainly guided by natural instincts whose reproductive capacity is nonexistent or limited. Its population depends on manual creation of new exemplars or very special conditions. They can be tamed and cannot speak any known languages.
Gender differences:
There are no gender differences between Munchies because they don't have a gender. (No bonus)
Reproduction:
Munchies don't reproduce.
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +100 points with effort):
ATK (Attack)=425-475 DEF (Defense)=175-195 SPE (Speed)=305-360 STA (Stamina)=300-375 HP (Health points)=40-60 REG (Regeneration)=60-105
Resistances and weaknesses:
Resists: Fire, Ice, Earth, Water, Plant, Poison. Is weak against: Normal, Lightning.
Battle traits (Every exemplar only possesses one of these):
Sharpness: Sharp typed attacks deal x1.50 damage. Berserk: The holder is 2x stronger, but it is so blinded by rage it can only use moves that attack directly. This completely nullifies the use of healing moves, passive damage moves, trap moves, et cetera. SOS: The holder calls for help. Another entity comes.
- #39Robo-Saurs
Keys: robo saurs's, robo saurs', robo-saur's, robosaur, robosaurs's, robosaurs', dinosaur, robosaur's, robo saur, robo-saurs', robo-saur, robosaurs, robo saur's, robo saurs, t-rex, robo-saurs's, tyrannosaurus rex, robo-saurs
Description:
Massive dinosaurian constructs of layered armor and inertial gyros built to persist through ages, nearly impervious to conventional damage thanks to dense plating and self-repairing servos, pacifist by default but fiercely territorial. When attacked, they scare, push or fling entities towards the attacker for them to do the dirty job.
Voice:
They like using intimidation roars to corral or accelerate nearby fauna and allies by inflicting fear into them.
Aging:
In old age accumulate rust and mechanical failures that can eventually break them.
Entity class:
Infertile animal: An entity mainly guided by natural instincts whose reproductive capacity is nonexistent or limited. Its population depends on manual creation of new exemplars or very special conditions. They can be tamed and cannot speak any known languages.
Gender differences:
There are no gender differences between Robo-Saurs because they don't have a gender. (No bonus)
Reproduction:
Robo-Saurs don't reproduce.
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +100 points with effort):
ATK (Attack)=550-700 DEF (Defense)=600-750 SPE (Speed)=5-10 STA (Stamina)=400-455 HP (Health points)=395-455 REG (Regeneration)=5-10
Resistances and weaknesses:
Resists: Normal, Ice, Water, Wind, Plant, Light, Poison, Fighting, Bug, Crystal, Metal. Is weak against: Fire, Earth, Lightning, Plant, Gravity, Time, Plasma, Psychic.
Battle traits (Every exemplar only possesses one of these):
Harsh Awakening: For a period of time, the ATK, SPE, STA and REG of the holder are thirded. The holder also has the chance to fall asleep during this period, unless its fueled with rage or determination. Unwavering Stance (Hidden, only a select few individuals possess it): The holder settles on the ground firmly, making it immune to attacks that would normally send it flying.
- #40Rockeferrix
Keys: rockeferrixes', rockeferrix's, rockeferrix, rockeferrixes, rattlesnake, rockeferrixes's
Description:
Metallic snakes mainly composed of platinum cylinder sections with smaller half spheres attached to the top and bottom of them that act as armor, along with a head. The sections have glowing neon cyan stripes decorations and have the capacity to separate. Some of these sections have long, golden spikes coming out of them from either sides. The last section acts as a tail and has a conical shape, with three glowing steel spheres that have a red-hot color and are constantly hovering around it. The back of the head is covered on a metal coat, and from it two big red horns are formed. These horns go towards the front of the Rockeferrix. The face is soft unlike the rest of its body and has a grayish coloration, its mouth is big and its lower mandible has six golden square teeth. Its eye sockets are slightly deep set, and the eyes themselves have a yellow sclera and red pupils.
Voice:
They hiss with their long tongues, signaling their approach.
Aging:
As they age, they catch rust on their armors and their horns fall.
Entity class:
Infertile animal: An entity mainly guided by natural instincts whose reproductive capacity is nonexistent or limited. Its population depends on manual creation of new exemplars or very special conditions. They can be tamed and cannot speak any known languages.
Gender differences:
There are no gender differences between Rockeferrixes because they don't have a gender. (No bonus)
Reproduction:
Rockeferrix don't reproduce.
Base stats (Ranges from Min. to Max.) per exemplar (Can improve up to +100 points with effort):
ATK (Attack)=500-600 DEF (Defense)=650-800 SPE (Speed)=5-10 STA (Stamina)=300-310 HP (Health points)=400-555 REG (Regeneration)=5-20
Resistances and weaknesses:
Resists: Normal, Ice, Earth, Water, Wind, Plant, Light, Poison, Fighting, Crystal, Metal. Is weak against: Fire, Lightning, Gravity, Time, Plasma, Psychic.
Battle traits (Every exemplar only possesses one of these):
Harsh Awakening: For a period of time, the ATK, SPE, STA and REG of the holder are thirded. The holder also has the chance to fall asleep during this period, unless its fueled with rage or determination. Crush Grip (Hidden, only a select few individuals possess it): Any attacks that have to do with gripping, coiling, pinching or crushing are 3x stronger.
- #41Robot Miniflies
Keys: robot mini-fly, robot miniflies, robot minifly, robot mini fly, robot mini-flies, robot mini flies
Description:
Stamped-metal replicas of biological Miniflies built from brittle gears, low-grade alloys and disposable circuitry, mass-produced on cheap assembly lines for a short service life; each has a hollow abdomen that can hold a small timed bomb or pack of TNT and can either detonate at range with a small blast radius or deliberately ram a target for a suicidal strike.
These Robot Miniflies can receive important buffs if they're on a coordinated attack. The most used ones are: Bullies: Hit harder. (+ATK) Leapers: Run and jump faster and higher. (+SPE) Miners: Dig escape routes or attack from behind. (+STA) Bombers: Their bombs are stronger and more destructive. (+DEF)
Voice:
They beep in Morse code.
Aging:
In old age, they exhibit gradual surface rust and failing circuitry.
Entity class:
Countermeasure: Entity created, modified, or adapted to respond to threats or maintain the balance of a specific area. Its abilities prioritize specific functions over other behaviors. They are always infertile.
Gender differences:
There are no gender differences between Robot Mini-flies because they don't have a gender. (No bonus)
Reproduction:
Robot Mini-flies don't reproduce.
Base stats (Ranges from Min. to Max.) per exemplar (Fully trained, no effort can improve these stats):
ATK (Attack)=200-500 DEF (Defense)=200-500 SPE (Speed)=200-500 STA (Stamina)=200-500 HP (Health points)=200-500 REG (Regeneration)=200-500
Resistances and weaknesses:
Resists: Normal. Is weak against: Fire, Lightning, Fighting.
Battle traits (Every exemplar only possesses one of these):
Specialized: The holder's stats increase if it stays in the battlefield for a long period of time. Technical: Movements made by the holder are less accurate, but hit two times harder. Adaptable: The holder starts resisting the type of the first attack that is thrown at it. Lock-On: Attacks never miss and are 2.5x stronger, but the holder is locked to use only the first attack it selects. Polygonal Prison (Hidden, only a select few individuals possess it): The holder summons a strange energy around the battlefield. This field makes everyone currently inside the battlefield unable to escape.
- #42Prototypes
Keys: prototypes', prototypes's, prototypes, scrapped, prototype, scrap, prototype's
Description:
Small robots that can take different forms and shapes depending on their original purpose. Some are bigger, some are smaller. Some are deadlier, some not so much. They have been around since the earliest times of Project Flyland, and some of them have been used as cheap labor workers, only to be scrapped later. Other ones have been used as provisional security guards, and some others were the base for the modern creatures of Flyland. The only reason that Flyland was finished in such a "short" time is because these robots were massively produced to take care of building stuff. Most of these don't have a conscience and are stored in cold warehouses, and the only ones that do have already been consumed by the "Lava Walker".
Entity class:
Failed: Entity created or altered through incomplete, faulty, or unstable processes, or that fails or rejects its purpose as an entity. It retains partial functions but shows obvious structural or behavioral errors.
Gender differences:
There are no gender differences between Prototypes because they don't have a gender. (No bonus)
Reproduction:
Prototypes don't reproduce.
Habitats:
Forgotten Cellar. (Takes x0.5 from ghastly attacks) Moul Mineshafts. (Takes x0.5 from earth attacks) Slummy Sewers. (Takes x0.5 from poison attacks) Volcanic Chambers. (Takes x0.5 from fire attacks) Mr. Flyman's Lab. (Takes x0.5 from plasma attacks)
Base stats (Ranges from Min. to Max.) per exemplar (Fully trained, no effort can improve these stats) (Stats are exclusive to every prototype class and don't change):
ATK (Attack)=105-600 DEF (Defense)=105-600 SPE (Speed)=105-600 STA (Stamina)=105-600 HP (Health points)=105-600 REG (Regeneration)=105-600
Resistances and weaknesses:
Resists: Depends on the prototype. Is weak against: Depends on the prototype.
Battle traits (Every exemplar only possesses one of these):
Wildcard: Battle traits are different for every single prototype.
- #43Ballboys
Keys: scrapped, prototype, ballboy, ball boys', ball-boys, scrap, prototypes', prototypes's, ball-boys', prototypes, ball boys's, ballboys, prototype's, ballboys', ball boy's, ball boys, ballboys's, ballboy's, ball-boy's, ball-boys's, ball boy, ball-boy
Description:
Prototype "BALLBOY" is one of the most relevant prototypes created by Mr. Flyman. The original idea behind the prototype and its exemplars was to create a scout device or creature able to stick to ceilings, crawl on walls and switch between modes easily, while also keeping itself small and portable on a ball-like form. Its normal form has a humanoid-like body, permanently slouched and almost curled on itself and covered on multiple plates that, when joined together, appear to form a wheel-like shape, allowing for easy transitions from one form to another. The prototype has been scrapped due to it being ultimately impractical and later the idea was used to give birth to the Clowners, but multiple exemplars remain on Flyland. One specific Ballboy was reprogramed by Goldee on his big raid to help on sneaking inside of Mr. Flyman's Lab. The specific exemplar and their close relatives are being kept on distinct warehouses on Mr. Flyman's Lab.
Entity class:
Failed: Entity created or altered through incomplete, faulty, or unstable processes, or that fails or rejects its purpose as an entity. It retains partial functions but shows obvious structural or behavioral errors
Gender:
None.
Habitats:
Mr. Flyman's Lab. (Takes x0.5 from plasma attacks)
Stats (Fully trained, no effort can improve these stats):
ATK (Attack)=140 DEF (Defense)=150 SPE (Speed)=410 STA (Stamina)=545 HP (Health points)=145 REG (Regeneration)=50
Resistances and weaknesses:
Resists: Ice, Wind, Gravity, Plant, Blood. Is weak against: Fire, Lightning, Plasma.
Battle trait:
Bouncer: Repeated bouncing made by the holder makes the opponent dizzy and unable to land critical hits.
- #44Searing Orbs
Keys: prototypes', prototypes's, prototypes, searing orbs, searing orb's, searing orbs', searing orbs's, scrapped, prototype, scrap, searing orb, prototype's
Description:
Prototype "SEARING ORB" is a pseudo-creature made by Mr. Flyman. They're slow moving metal orbs with a visual sensor on their center, surrounded by two metal circles that cycled around it and are held together thanks to magnetism. When activated, the metal from the orb and circles acquires a glowing red tone because of extreme heat, and gained the ability to shoot a searing beam through their sensors, increasing damage output as time passes, going from less than a scratch to more than an explosion on a single target. The prototype demonstrated to be extremely volatile in certain circumstances, as given the extreme heat of both the metal and the beam, the sensor ended up exploding, or the core systems overheated so much that the Searing Orb self-destructed. Instead of going with fire, Mr. Flyman went with cold, giving birth to the idea of the Icies.
Entity class:
Failed: Entity created or altered through incomplete, faulty, or unstable processes, or that fails or rejects its purpose as an entity. It retains partial functions but shows obvious structural or behavioral errors.
Gender:
None.
Habitats:
Volcanic Chambers. (Takes x0.5 from plasma attacks)
Stats (Fully trained, no effort can improve these stats):
ATK (Attack)=600 DEF (Defense)=165 SPE (Speed)=125 STA (Stamina)=520 HP (Health points)=560 REG (Regeneration)=105
Resistances and weaknesses:
Resists: Fire, Ice, Water. Is weak against: Lightning, Earth, Plasma.
Battle traits (Every exemplar only possesses one of these):
Lock-On: Attacks never miss and are 2.5x stronger, but the holder is locked to use only the first attack it selects.
- #45Shock-rooks
Keys: shock-rook, shockrooks, shock rooks', shock rook, scrapped, prototype, shockrook, shock-rook's, shockrook's, shockrooks', scrap, prototypes', prototypes's, prototypes, shock-rooks's, prototype's, shock rook's, shock-rooks, shock-rooks', shockrooks's, shock rooks's, shock rooks
Description:
Prototype "SHOCK-ROOK" was one of the most aggressive concepts made my Mr. Flyman. Mr. Flyman needed a way to scare intruders off without using disposable guards or risking the lives of his creatures. He came off with the idea of a stationary rook that charged electricity and used it to rapid-fire small electric beams or shoot lightning bursts when needed. The idea was discarded because it consumed a lot of energy, but it was eventually looked on, and its function was taken by the Lamposts, but with the difference that they weren't only designed for security. Still, some Shock-rooks are still stored deep inside of Mr. Flyman's Lab.
Entity class:
Failed: Entity created or altered through incomplete, faulty, or unstable processes, or that fails or rejects its purpose as an entity. It retains partial functions but shows obvious structural or behavioral errors.
Gender:
None.
Stats (Fully trained, no effort can improve these stats):
ATK (Attack)=450 DEF (Defense)=405 SPE (Speed)=Null STA (Stamina)=510 HP (Health points)=150 REG (Regeneration)=145
Resistances and weaknesses:
Resists: Fire, Electric, Fighting, Psychic, Insect. Is weak against: Earth, Plasma.
Battle trait:
Burrowing: The holder burrows deep into the ground to avoid wind-based attacks completely, along with attacks coming from the sky. This makes it extremely weak to earth-based attacks, though.
- #46Apex Robo-Saur
Keys: apex robo saur, apex dinosaur, apex robosaurs, tyrannosaurus rex, apex tyrannosaurus rex, apex robo-saurs, t-rex, apex robosaur, apex robo saurs, apex robo-saur, apex t-rex
Description:
A tremendously bigger Robo-Saur with a more aggressive mentality. Instead of acting passively, like his fellow peers, it actively attacks intruders, either by inflicting heavy damage with crunches, heavy bites, tail slams or neck breaking charges. Unlike the normal Robo-Saur, this one can glide on the air with retractable wings. It can get itself in the air thanks to their multiple thrusters located on their feet. After having become the very best upon all other Robo-Saurs, Mr. Flyman added some small tweaks to its design for it to help a bit more on the defense to Flyland. Instead of simply acting as a support attacker like his fellow comrades, he is a dangerous sweeper that won't doubt in taunting you if you're bad with your aim. It guards the Tangled Jungle.
Entity class:
Infertile animal boss: An exceptionally rare or developed instinctive entity that makes up for its lack of reproduction through great resilience, aggressiveness, or unique abilities. It often represents a significant environmental danger.
Gender:
None
Stats (Fully trained, no effort can improve these stats):
ATK (Attack)=810 DEF (Defense)=860 SPE (Speed)=120 STA (Stamina)=565 HP (Health points)=565 REG (Regeneration)=120
Resistances and weaknesses:
Resists: Normal, Ice, Water, Wind, Plant, Light, Poison, Fighting, Bug, Crystal, Metal. Is weak against: Fire, Earth, Lightning, Plant, Gravity, Time, Plasma, Psychic.
Battle trait:
Harsh Awakening EX: For a period of time, the ATK, SPE, STA and REG of the holder are thirded. The holder also has the chance to fall asleep during this period, unless its fueled with rage or determination. And truth is... It HAS that rage and determination there. So while its still sleepy, it will be completely immune to status conditions, and when it wakes up completely, its stats will acquire a teeny, tiny boost every 10 seconds.
- #47Marshall Bosch
Keys: marshall, sheriff, bosch
Description:
A slightly bigger Bramblet with a fedora hat. He speaks in a heavy western accent and proudly wears a golden Marshall badge on his leaf cloak. He has mastered the arts of leaf-shooting to their max, the leaves he shoots becoming explosive, travelling faster and piercing through more targets. To his disposition, there is a platoon of elite Bramblet Sheriff infantry. He is the caretaker of the Dusty Desert and the commander of the Bramblet forces. He dedicates his life as an officer that catches bandits and teaches the sharpshooting arts to younger Bramblets.
Entity class:
Rational Boss: A rational entity with a high capacity for leadership, tactical adaptation, or social influence. It tends to lead troops, coordinate strategies, or become the main obstacle in a region.
Gender:
Male.
Stats (Fully trained, no effort can improve these stats):
ATK (Attack)=570 DEF (Defense)=220 SPE (Speed)=545 STA (Stamina)=300 HP (Health points)=320 REG (Regeneration)=450
Resistances and weaknesses:
Resists: Lightning, Earth, Water, Light. Is weak against: Fire, Wind, Darkness, Time, Poison, Bug, Blood, Metal.
Battle trait:
Leaf Shield EX: Secondary effects of any attacks are nullified if they are headed towards the holder, such as burnings or paralysis. Additionally, this shield also negates sleep, poisoning, confusion and any effects induced by seduction or insults and nullifies any effects of opposing fields and climates.
- #48Frostbite
Keys: ice cold warrior, frostbite, frost bite
Description:
Frostbite is a towering ice giant with a massive crystallized lower mandible, glowing yellow eyes, a crystallized left arm and right leg and veins of frost beneath translucent skin who normally resides in the Frosty Mountain’s Ice Colosseum as protector and ceremonial champion of the Icies. He wields an arctic aura that numbs foes, earth‑shaping ice strikes and an impenetrable defensive shell when crystallized. It is the first big juggernaut that Mr. Flyman proposed himself to create, being able to create him thanks to having modified the genes of an artificially-developed Icie. When Goldee started the big raid to Flyland, Frostbite was used to keep Willow hostage for a long time on the Ice Colosseum. When he was beaten and Willow was freed, Frostbite felt as if his honor had been stained, and he hasn't been able to recover since.
Entity class:
Rational Boss: A rational entity with a high capacity for leadership, tactical adaptation, or social influence. It tends to lead troops, coordinate strategies, or become the main obstacle in a region.
Gender:
Male.
Stats (Fully trained, no effort can improve these stats):
ATK (Attack)=485 DEF (Defense)=610 SPE (Speed)=140 STA (Stamina)=485 HP (Health points)=415 REG (Regeneration)=160
Resistances and weaknesses:
Resists: Normal, Ice, Lightning, Earth. Is weak against: Fire, Water, Fighting, Crystal, Metal.
Battle trait:
Frost Touch EX: Any attack done by the holder that makes contact has a very small chance of freezing the opponent. Additionally, the aura of the holder is so chilly that the possibility of freezing by attacks rises, ice-based attacks for both parties are boosted and anyone weak to ice starts taking damage each turn due to hypothermia.
- #49The Starsselective
Keys: stars, the star, the stars, star · Secondary: harbor, port, squid, calamari, sea
Description:
A crimson gigantic squid robot with glowing mint eyes that was destroyed by the Reconquista Sect, and its remains reside on Flyland's Harbor. In the sect's early days, The Stars was the principal guard of the harbor. Once it went in disuse, a platoon of Reconquista recruits headed at the harbor, battling The Stars and taking over the port completely. Then, The Stars' core was leeched by the Impostor Moon for her to acquire her hypnotic abilities.
Entity class:
Infertile animal boss: An exceptionally rare or developed instinctive entity that makes up for its lack of reproduction through great resilience, aggressiveness, or unique abilities. It often represents a significant environmental danger.
Gender:
Female.
Stats (Fully trained, no effort can improve these stats):
ATK (Attack)=585 DEF (Defense)=305 SPE (Speed)=470 STA (Stamina)=485 HP (Health points)=170 REG (Regeneration)=215
Resistances and weaknesses:
Resists: Fire, Ice, Earth, Water, Fighting, Poison, Psychic. Is weak against: Normal, Lightning, Darkness, Bug, Ghastly.
Battle trait:
Dark Vault EX: For every darkness-based attack landed to the holder, one of its stats rises and it cannot fail any attack again during the match. As an additional effect, this reach extends to any type of attack that the holder is weak against, but the secondary effect only happens with darkness-based attacks.
- #50Mr. Snaps
Keys: mr. snaps, mister snaps, snaps', mr snaps, snaps's
Description:
Mr. Snaps is a gargantuan rocky robotic crab with armor plates like quarried basalt and hydraulic pincers the size of boulders who stands as the apex enforcer and leader of the Clackers on Sunset Beach. He enforces territorial dominance with crushing grips and pebble‑cannon barrages, a slow, immovable sentinel whose presence alone reroutes any would‑be intruders.
Entity class:
Fertile animal boss: An entity mainly guided by natural instincts whose physical or territorial development far exceeds the average of its species. It usually acts as a local dominant or protector of specific ecosystems.
Gender:
Male.
Stats (Fully trained, no effort can improve these stats):
ATK (Attack)=455 DEF (Defense)=565 SPE (Speed)=265 STA (Stamina)=315 HP (Health points)=440 REG (Regeneration)=155
Resistances and weaknesses:
Resists: Normal, Fire, Ice, Lightning, Earth, Poison, Blood. Is weak against: Water, Fighting, Plant, Crystal, Metal, Plasma.
Battle trait:
Crush Grip EX: Any attacks that have to do with gripping, coiling, pinching or crushing are 3x stronger. Not only that, crushing attacks such as these ignore any resistances and have a very, very low chance to deal a fatal blow that knocks out the opponent instantly.
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