<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.beastsofbermuda.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Owlbyr</id>
	<title>Beasts of Bermuda - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.beastsofbermuda.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Owlbyr"/>
	<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/Special:Contributions/Owlbyr"/>
	<updated>2026-10-10T03:24:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.0-alpha</generator>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Pachycephalosaurus&amp;diff=4867</id>
		<title>Pachycephalosaurus</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Pachycephalosaurus&amp;diff=4867"/>
		<updated>2023-01-15T04:53:23Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Pachyrender.jpg|thumb|right|thumb|400px|border|&lt;br /&gt;
&lt;br /&gt;
=== Paleo Stats ===&lt;br /&gt;
'''Species:''' P. wyomingensis &amp;lt;br&amp;gt;&lt;br /&gt;
'''Time Period:''' Late Cretaceous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Length:''' 4.5 meters (14.8 feet)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 370 kilograms (820 pounds)&amp;lt;br&amp;gt;&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Pronunciation:''' Pah-key-sef-ah-lo-soar-us&amp;lt;br&amp;gt;&lt;br /&gt;
'''Category:''' Omnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-Game Stats (Adult, 1.0) ===&lt;br /&gt;
'''Health:''' 500&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 600&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 40 min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 0.9 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&amp;lt;br&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Pachycephalosaurus (also known as the Pachy) is a playable [[Omnivorous Creatures|omnivorous]] creature in Beasts of Bermuda. Though small in stature and lacking in bulk, it is an extremely dangerous opponent when confronted on steep slopes and cliffs, as its ramming attack deals devastating knockback to even large creatures, sending them to helplessly fall to their death.&lt;br /&gt;
&lt;br /&gt;
The Pachycephalosaurus is also a [[Bruisers|bruiser]], allowing it to inflict significantly more [[Injury|injury damage]] than others.  &lt;br /&gt;
&lt;br /&gt;
Its charge ability can inflict injury damage regardless of [[Locational Damage|where it hits]].  This allows its primary attack to inflict injury damage of significant degree, especially to smaller creatures such as the [[Megaraptor]].&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
*'''Head Ram'''&lt;br /&gt;
** Default: LMB (Left Mouse Button) &lt;br /&gt;
** A head ram, which inflicts moderate damage.  It applies [[Knockback|knockback]] when it hits with this attack, which is unique to the Pachycephalosaurus.&lt;br /&gt;
&lt;br /&gt;
*'''Charge''': &lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** A charge, which must be initiated while the Pachycephalosaurus is [[Sprinting|sprinting]].  &lt;br /&gt;
** When the secondary attack key (RMB) is held down, the Pachycephalosaurus will begin charging.  When charging, it instantly gets a speed boost but has a very poor [[Movement System|turn radius]]. The longer it charges, the faster it goes.  &lt;br /&gt;
** Charging rapidly drains [[Ability|ability power]], but consumes no additional [[Stamina|stamina]] beyond what would normally be consumed by sprinting.  The faster the Pachycephalosaurus is going when it strikes its target, the more [[Damage|damage]], [[Injury|injury]], and [[Knockback|knockback]] it will apply.  A particularly long and fast charge can almost put a [[Velociraptor]] into orbit!  The Pachycephalosaurus will stop charging if it runs out of ability power or stamina.&lt;br /&gt;
&lt;br /&gt;
== Survival Tips ==&lt;br /&gt;
&lt;br /&gt;
* When playing Pachycephalosaurus, stay in rugged terrain or on hills to have the advantage against predators. However, do watch out for flying creatures, for they can strike from above and kill an unprepared Pachycephalosaurus.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Pachycephalosaurus is the first dinosaur to have all [[Communication and Roaring System#Calls|calls]] implemented.&lt;br /&gt;
* Pachycephalosaurus will be getting a remodel by developer Cαllie. &lt;br /&gt;
* Released 24.08.2019 &lt;br /&gt;
&lt;br /&gt;
[[Category:Dinosaurs]]&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Status_Effects&amp;diff=4866</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Status_Effects&amp;diff=4866"/>
		<updated>2023-01-15T03:12:42Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Beasts of Bermuda, your creature can get a Status Effect, which can be viewed by opening the character tab ([[Keybinding|default key “O”]]), and hovering your mouse over the square icons that are shown above your creature. Each Status Effect has its own unique icon for easy identification. Status Effects are buffs and/or debuffs that affect your creature based on environmental factors.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all in-game Status Effects and their descriptions, directly quoted from the game.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&lt;br /&gt;
* You have recently been in a thrilling fight. [[Friendship|Enemyships]] do not apply additional, negative [[Comfort|comfort]] for this time.&lt;br /&gt;
&lt;br /&gt;
=== Alarm Call ===&lt;br /&gt;
&lt;br /&gt;
* You have been spotted by a nearby [[Groups|herd]]. They are very aware of your presence.&lt;br /&gt;
&lt;br /&gt;
=== Beached ===&lt;br /&gt;
&lt;br /&gt;
* You are [[Mechanics|beached]]! Head back to the water before you die.&lt;br /&gt;
&lt;br /&gt;
* You are very slow and vulnerable on the beach, and your [[Comfort|comfort]] has significantly dropped.&lt;br /&gt;
&lt;br /&gt;
=== Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* You are [[Bleeding|bleeding]]. Until bleed is healed, you cannot recover [[Comfort|comfort]] or [[Health|health]].&lt;br /&gt;
&lt;br /&gt;
* Bleed heals more rapidly if sitting or [[Resting|resting]].&lt;br /&gt;
&lt;br /&gt;
* While moving, bleed will slowly worsen. Stand still to recover from bleed.&lt;br /&gt;
&lt;br /&gt;
=== Claustrophobia ===&lt;br /&gt;
&lt;br /&gt;
* Being in this [[Digging Mechanic and Burrows|underground]] place stresses you greatly.&lt;br /&gt;
&lt;br /&gt;
* This cramped place makes it hard to hunt. You deal less damage than normal.&lt;br /&gt;
&lt;br /&gt;
=== Dehydrated ===&lt;br /&gt;
&lt;br /&gt;
* You are dehydrated, and are dying of [[Thirst|thirst]].&lt;br /&gt;
&lt;br /&gt;
* Find some [[Freshwater Lakes|freshwater]] to drink. The Ocean is not drinkable.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Growth ===&lt;br /&gt;
&lt;br /&gt;
* Due to incliment [[Weather|weather]], you [[Life Cycle|grow]] quite a bit faster.&lt;br /&gt;
&lt;br /&gt;
* Given the direness of the weather, you feel less [[Stress|stressed]] from other, nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Food Poisoning ===&lt;br /&gt;
&lt;br /&gt;
* A recent meal had spoiled, and you are suffering from food poisoning.&lt;br /&gt;
&lt;br /&gt;
* To sniff out spoiled [[Carcass|meat]], use your [[Scent System|scent]]. Red smelling carcasses are fresh. Yellow and green ones have gone rancid.&lt;br /&gt;
&lt;br /&gt;
* Some nearby [[Comfort Bias|herbs]] may help with enduring this condition. They are edible to [[Carnivorous Creatures|carnivores]] and [[Herbivorous Creatures|herbivores]].&lt;br /&gt;
&lt;br /&gt;
=== Full Group ===&lt;br /&gt;
&lt;br /&gt;
* Your [[Groups|group]] size exceeds that of this server’s limits, causing a severe comfort drop.&lt;br /&gt;
&lt;br /&gt;
=== Grabbed ===&lt;br /&gt;
&lt;br /&gt;
* You are [[Grabbing|grabbed]]. You cannot move, but you can [[Struggling|struggle]] by attacking.&lt;br /&gt;
&lt;br /&gt;
=== Healthy Herbs ===&lt;br /&gt;
&lt;br /&gt;
* You have been eating quite healthy! The [[Comfort Bias|herbs]] you have eaten recently have boosted your [[Comfort|comfort]].&lt;br /&gt;
&lt;br /&gt;
* This improves the rate at which you [[Health|heal]], gain [[Ability|ability power]], gain [[Stamina|stamina]], recover from [[Injury|injury]], [[Survival Points|gain points]], and [[Life Cycle|grow]].&lt;br /&gt;
&lt;br /&gt;
* This effect decays over time, but can become quite powerful if you continue eating more herbs.&lt;br /&gt;
&lt;br /&gt;
=== High Water Pressure ===&lt;br /&gt;
&lt;br /&gt;
* The [[Swimming|pressure]] from heading too deep is causing you [[Comfort|stress]].&lt;br /&gt;
&lt;br /&gt;
* Head to shallower water to alleviate this stress.&lt;br /&gt;
&lt;br /&gt;
* Larger creatures are capable of going deeper in the water. Growing a bit will also help. &lt;br /&gt;
&lt;br /&gt;
=== Injured ===&lt;br /&gt;
&lt;br /&gt;
* You have been [[Injury|injured]]! Your [[Movement System|movement]] is slower than usual.&lt;br /&gt;
&lt;br /&gt;
* To more rapidly recover from injury, [[Resting|sit or lie down]].&lt;br /&gt;
&lt;br /&gt;
* Injury is dealt from [[Fall Damage|fall damage]] or from heavy hits from other creatures.&lt;br /&gt;
&lt;br /&gt;
=== Intimidated ===&lt;br /&gt;
&lt;br /&gt;
* The presence of nearby, potentially hostile creatures [[Comfort|stresses]] you out.&lt;br /&gt;
&lt;br /&gt;
* If exposed to this stress for a prolonged period of time, you will die.&lt;br /&gt;
&lt;br /&gt;
* [[Carnivorous Creatures|Carnivores]] not in your group will stress you out. Larger ones are more stressful than tiny ones.&lt;br /&gt;
&lt;br /&gt;
* To alleviate this stress, move away from carnivorous players.&lt;br /&gt;
&lt;br /&gt;
=== Intimidating Roar ===&lt;br /&gt;
&lt;br /&gt;
* You have been intimidated by a terrifying roar. It has reduced your [[Damage|damage]] output.&lt;br /&gt;
&lt;br /&gt;
=== Near Children ===&lt;br /&gt;
&lt;br /&gt;
* Being near your [[Nesting|hatchlings]] makes you happy. You [[Life Cycle|grow]] more quickly than normal.&lt;br /&gt;
&lt;br /&gt;
On the Isla Titania map, this buff grants a 50% increase in growth rate. It grants a 20% increase on all other maps. Offspring grant this effect up to 0.8 growth.&lt;br /&gt;
&lt;br /&gt;
=== Near Friends ===&lt;br /&gt;
&lt;br /&gt;
* The presence of nearby, [[Friendship|friendly creatures]] allows you to relax, improving your [[Comfort|comfort]].&lt;br /&gt;
&lt;br /&gt;
* This improvement in comfort increases how rapidly your [[Stamina|stamina]], [[Ability|ability power]], and [[Health|HP]] recover.&lt;br /&gt;
&lt;br /&gt;
=== Necrophobia ===&lt;br /&gt;
&lt;br /&gt;
* Nearby [[Carcass|Corpses]] are stressing you out, dropping your [[Comfort|comfort]].&lt;br /&gt;
&lt;br /&gt;
* Distance yourself from nearby carcasses to remove this effect.&lt;br /&gt;
&lt;br /&gt;
===On Fire===&lt;br /&gt;
&lt;br /&gt;
* Coming into contact with fires will apply this debuff for 10 seconds. While on fire, you take periodic damage.&lt;br /&gt;
&lt;br /&gt;
* Entering water alleviates this condition.&lt;br /&gt;
&lt;br /&gt;
=== Out Of Air ===&lt;br /&gt;
&lt;br /&gt;
* You are out of [[Air|air]]. Return to the surface and press the [[Keybinding|Use key]] to breathe!&lt;br /&gt;
&lt;br /&gt;
* While out of air, you cannot [[Stamina|sprint]], attack, or do anything that requires [[Ability|ability]] or [[Stamina|stamina]].&lt;br /&gt;
&lt;br /&gt;
=== Out Of Map Bounds ===&lt;br /&gt;
&lt;br /&gt;
* You are out of bounds! While out of bounds, you take significant damage.&lt;br /&gt;
&lt;br /&gt;
=== Overpopulation ===&lt;br /&gt;
&lt;br /&gt;
* There are too many creatures of your type on the [[Maps|map]].&lt;br /&gt;
&lt;br /&gt;
* While there are too many creatures of your type, your [[Life Cycle|growth rate]] is substantially reduced.&lt;br /&gt;
&lt;br /&gt;
* To remove this debuff, other players of your creature type must die, log off, or there must be more players of other types online.&lt;br /&gt;
&lt;br /&gt;
=== Pregnant ===&lt;br /&gt;
&lt;br /&gt;
* You are carrying [[Nesting|eggs]].&lt;br /&gt;
&lt;br /&gt;
* Until you lay your eggs, your [[Food|food]] and [[Thirst|water]] levels drop more rapidly.&lt;br /&gt;
&lt;br /&gt;
* Your [[Comfort|comfort]] is reduced as well. More eggs increase these effects.&lt;br /&gt;
&lt;br /&gt;
=== Resting ===&lt;br /&gt;
&lt;br /&gt;
* ((ADD RESTING BUFF TEXT))&lt;br /&gt;
&lt;br /&gt;
Resting is applied at sunset and removed at sunrise. It reduces food and water drain rates. The effects are more pronounced at larger growths. This condition's icon only shows up if you open the character UI.&lt;br /&gt;
&lt;br /&gt;
=== Restlessness ===&lt;br /&gt;
&lt;br /&gt;
* ((ADD RESTLESS DEBUFF TEXT))&lt;br /&gt;
&lt;br /&gt;
Creatures receive this status effect after spending 30 minutes inside a shelter. This status overrides the Near Friends status. Velociraptors, Oryctodromeus, and all creatures below 0.7 growth ignore this mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Sand Attack ===&lt;br /&gt;
&lt;br /&gt;
* You have sand in your eyes. It is very hard to see, run, and jump.&lt;br /&gt;
&lt;br /&gt;
=== Satiated ===&lt;br /&gt;
&lt;br /&gt;
* You have [[Food|eaten]] well recently, and are enjoying a full belly.&lt;br /&gt;
&lt;br /&gt;
=== Scenic ===&lt;br /&gt;
&lt;br /&gt;
* Something about this particular area makes you happy. Your [[Comfort|comfort]] is higher here.&lt;br /&gt;
&lt;br /&gt;
=== Sickness ===&lt;br /&gt;
&lt;br /&gt;
* ((ADD SICKNESS DEBUFF TEXT))&lt;br /&gt;
&lt;br /&gt;
The status conditions Food Poisoning, Water Poisoning, Restlessness, and any dietary deficiency can cause creatures to become sick. Creatures have a chance to become sick when drinking from dirty water, eating rancid carcasses, or plants that give negative comfort bias. Creatures at larger growths are significantly more likely to get sick from the above sources. Sickness also lasts significantly larger at larger growths. Players below 1.2 growth cannot get sick.&lt;br /&gt;
&lt;br /&gt;
=== Spiky Shield ===&lt;br /&gt;
&lt;br /&gt;
* You [[Abilities|reflect]] most incoming damage back at your attacker.&lt;br /&gt;
&lt;br /&gt;
=== Stale Air ===&lt;br /&gt;
&lt;br /&gt;
* You are too far from a burrow exit, and the air is getting stale.&lt;br /&gt;
&lt;br /&gt;
* The stale air makes this place very uncomfortable.&lt;br /&gt;
&lt;br /&gt;
=== Starving ===&lt;br /&gt;
&lt;br /&gt;
* You are [[Food|starving]]. Find some food or you will wither away.&lt;br /&gt;
&lt;br /&gt;
* If an [[Herbivorous Creatures|herbivore]], [[Foliage System|plants]] can be eaten looking at them and holding the [[Keybinding|use keybind]].&lt;br /&gt;
&lt;br /&gt;
* If a [[Piscivorous Creatures|piscivore]], both [[Carcass|carcasses]] and [[Fish|fish]] can be eaten.&lt;br /&gt;
&lt;br /&gt;
* If a [[Carnivorous Creatures|carnivore]], only carcasses will suffice. Use your [[Scent System|scent]] to sniff for any nearby carcasses.&lt;br /&gt;
&lt;br /&gt;
=== Stressful Scene ===&lt;br /&gt;
&lt;br /&gt;
* Something about the scene [[Comfort|stresses]] you. Moving away will alleviate this condition.&lt;br /&gt;
&lt;br /&gt;
=== Strong Bond ===&lt;br /&gt;
&lt;br /&gt;
* You and your mate are close to one another.&lt;br /&gt;
&lt;br /&gt;
* You receive a large boost to your Health, Stamina, and Ability Power.&lt;br /&gt;
&lt;br /&gt;
=== Suffocation ===&lt;br /&gt;
&lt;br /&gt;
* Being close to very significant amounts of fire, smoke, and ash will apply this debuff.&lt;br /&gt;
&lt;br /&gt;
* This debuff starts your breath bar timer, as if you were drowning.&lt;br /&gt;
&lt;br /&gt;
* Moving away will alleviate this condition.&lt;br /&gt;
&lt;br /&gt;
=== Thalassophobic ===&lt;br /&gt;
&lt;br /&gt;
* The deep [[Water|ocean]] stresses you out.&lt;br /&gt;
&lt;br /&gt;
* In order to alleviate the [[Comfort|stress]], head to shore!&lt;br /&gt;
&lt;br /&gt;
=== The Elements ===&lt;br /&gt;
&lt;br /&gt;
* The wind, rain, and [[Weather|elements]] are stressing you.&lt;br /&gt;
&lt;br /&gt;
* Find [[Shelter|shelter]] in a [[Caves|cave]] or underground area to take refuge from the [[Weather|weather]].&lt;br /&gt;
&lt;br /&gt;
=== Thin Air ===&lt;br /&gt;
&lt;br /&gt;
* The air up here is very thin, making it hard to breathe.&lt;br /&gt;
&lt;br /&gt;
* Up this high, you take damage and incur a substantial comfort drop.&lt;br /&gt;
&lt;br /&gt;
=== Well Fed ===&lt;br /&gt;
&lt;br /&gt;
* You are [[Food|well fed]], and have gained some weight!&lt;br /&gt;
&lt;br /&gt;
* You move slower and lose [[Stamina|stamina]] faster.&lt;br /&gt;
&lt;br /&gt;
* You are less [[Comfort|comfortable]].&lt;br /&gt;
&lt;br /&gt;
* You have more [[Health|HP]] and heal faster!&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Nesting&amp;diff=4865</id>
		<title>Nesting</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Nesting&amp;diff=4865"/>
		<updated>2023-01-15T03:05:11Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Nesting? ==&lt;br /&gt;
&lt;br /&gt;
Nesting is a mechanic in Beasts of Bermuda where a pair of users can create offspring. The nesting mechanic has unique benefits for both the parents and the children.&lt;br /&gt;
&lt;br /&gt;
== Mating, Gestation, &amp;amp; Laying the Egg ==&lt;br /&gt;
&lt;br /&gt;
[[File:Ss cef5136138c8bcba18b03255348e64ca028d71f8.1920x1080.jpg|right|thumb|400px|border|An adult [[Megalosaurus]] feeds a horde of babies after a successful hunt.]]&lt;br /&gt;
&lt;br /&gt;
In order to nest, there must be two mature players of the same species and opposite genders in a group together. For a creature to be considered mature, they must be 0.8+ in [[Life Cycle|growth]]. The two given players must then mate. &lt;br /&gt;
&lt;br /&gt;
To mate, they need to be within a short distance of each other, and have full [[Ability|ability power]] and [[Stamina|stamina]]. If any of these conditions are not met, the game will tell you that you cannot mate.&lt;br /&gt;
&lt;br /&gt;
If you succeed in mating, both players will lose their ability and [[Resting|lie down]]. The female will receive an egg HUD in the top right corner of her screen ([[User Interface|default UI layout]]). The fullness of the egg icon shows how far along in gestation the egg is. During gestation, the female will receive a large drop in average comfort, and her food and water will drain quicker. These negative effects can be reduced by investing into the [[Talents|Good Parent]] talent (commonly named GP). Once the egg is ready, the icon will appear full and receive a number on top of it. The female can mate and carry as many eggs as she'd like, and the number will change in accordance to how many are ready to be laid. &lt;br /&gt;
&lt;br /&gt;
[[File:Eggview.jpg|right|thumb|400px|border|A baby [[Apatosaurus]] views its mother from within an egg.]]&lt;br /&gt;
&lt;br /&gt;
The female then can lay her egg in a nest. Nests can only be made by the male, and he must have full ability and stamina to do so. By pressing the [[Keybinding|nest key]] (default “B”), he will lose all ability power and stamina, and a nest will appear. If the ground isn’t flat enough, the male will be notified, and no nest will be created.&lt;br /&gt;
&lt;br /&gt;
To lay her eggs in the nest, the female must stand over it and click the nest key. Her ready eggs will then appear in the nest. Once the eggs are in the nest, they’re ready to incubate.&lt;br /&gt;
&lt;br /&gt;
== Incubation &amp;amp; Hatching ==&lt;br /&gt;
&lt;br /&gt;
For an egg to incubate, a player must be inside of the given egg. Incubation takes 10 minutes ( group members laying on eggs reduce the incubation time by a max of 50% ), regardless of the species ([[Aquatic Creatures|aquatic creatures]] are an exception, as they perform a live birth).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eggs do not spawn AI dinosaurs. Instead, they spawn players. In order for a player to spawn as an egg, they must choose the egg option in [[Creature Selection UI|creature select]]. Their screen will then show a list of available eggs, and the user must select the type of egg they’d like, and then choose the parents.&lt;br /&gt;
&lt;br /&gt;
Once they select their desired egg, the parents will receive a notification to determine whether or not they want the given player to be their child. If they select yes, the player will then appear inside of the egg, and must wait to hatch. If they select no, the player will receive a notification that their request was denied.&lt;br /&gt;
&lt;br /&gt;
[[File:Inheritance.png|right|thumb|400px|border| An example of an inherited talent. ]]&lt;br /&gt;
&lt;br /&gt;
The egg screen is mostly red, with an empty space in the center where the player can view their surroundings. There’s an egg icon in the bottom right corner of the screen with a yolk in it. As the user grows inside of the egg, the yolk will progressively become smaller. Eggs grow at 0.025 per tick, from 0.0 growth up to 1.0. Once at 1.0 growth as an egg, the yolk will be gone, and the player will be prompted to hatch using the [[Keybinding|ability key]] (default “Z”).&lt;br /&gt;
&lt;br /&gt;
Once a player hatches, a gender will be randomly selected for them, and they will receive a unique mix of their parents’ skins.&lt;br /&gt;
&lt;br /&gt;
== Nesting Perks ==&lt;br /&gt;
&lt;br /&gt;
There are a handful of perks to nesting; some are more impactive to gameplay, whereas others are more cosmetic. These include... &lt;br /&gt;
&lt;br /&gt;
* Parental growth buff.&lt;br /&gt;
* Better inherits.&lt;br /&gt;
* Unique skins.&lt;br /&gt;
* DO BE WEARY, Incest and Damaged eggs can harm inherits.&lt;br /&gt;
&lt;br /&gt;
===Parental Buffs===&lt;br /&gt;
&lt;br /&gt;
Parents receive the [[Status Effects|Near Children]] buff from their nearby offspring who are below the growth of 0.8, which increases their growth speed. &lt;br /&gt;
&lt;br /&gt;
===Nesting Inherits===&lt;br /&gt;
&lt;br /&gt;
Players who are nested into the world of Beasts of Bermuda receive improved inherits. [[Talents|Inherits]] are set from the moment the egg is laid, based around the talent trees of the parents; with of course some random generation sprinkled on top. The bigger the parents are, the better the chances of good inherits. &lt;br /&gt;
&lt;br /&gt;
While the talents the parents have affect what inherits their children may get, their personal inherits do '''not''' (with the exemption of Good Parent inherits). If a parent has +2 Nimble Footed, their children cannot earn Nimble Footed inherit from their parents, unless extreme random generation dictates so. This is incredibly rare. &lt;br /&gt;
&lt;br /&gt;
Typically, a child has the potential to earn a +1 from each parent. With two +1s in the same talent, the offspring will receive a +2. If a pair has gone 3/3 in the same talent tree, chances of +2s in the given talents are far higher than an egg from parents with 3/3 in separate talent trees.&lt;br /&gt;
&lt;br /&gt;
===Unique Skins===&lt;br /&gt;
&lt;br /&gt;
When nested, players can get unique [[Skin Customization|skins]] mixed from their parent's skins. This can result in any combination of colors and patterns, as it is possible to mix them all! On top of this, there are unique skin mutations that have a rare chance of appearing every now and again.&lt;br /&gt;
&lt;br /&gt;
These mutations are...&lt;br /&gt;
* Bioluminescence - a glowing skin layer.&lt;br /&gt;
* Pure Albinism - a purely uncustomizable skin, mostly with light colors.&lt;br /&gt;
* Partial Albinism - a regular skin with a few, lightly colored uncustomizable layer(s).&lt;br /&gt;
* Pure Melanism - a purely uncustomizable skin, mostly with darker colors.&lt;br /&gt;
* Partial Melanism - a regular skin with a few, darkly colored uncustomizable layer(s).&lt;br /&gt;
&lt;br /&gt;
===Incest &amp;amp; Damaged Eggs===&lt;br /&gt;
&lt;br /&gt;
If the mother is damaged during gestation, the eggs may receive negative effects. Laid eggs that receive damage do not affect the inherits.&lt;br /&gt;
&lt;br /&gt;
In addition, if a player takes an egg from an [[Incest|incest]] pair, their chances of receiving positive inherits are substantially lower, and they’ll be far more likely to gain negatives instead.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Status_Effects&amp;diff=4864</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Status_Effects&amp;diff=4864"/>
		<updated>2023-01-15T02:55:16Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: ((page work in progress)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Beasts of Bermuda, your creature can get a Status Effect, which can be viewed by opening the character tab ([[Keybinding|default key “O”]]), and hovering your mouse over the square icons that are shown above your creature. Each Status Effect has its own unique icon for easy identification. Status Effects are buffs and/or debuffs that affect your creature based on environmental factors.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all in-game Status Effects and their descriptions, directly quoted from the game.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&lt;br /&gt;
* You have recently been in a thrilling fight. [[Friendship|Enemyships]] do not apply additional, negative [[Comfort|comfort]] for this time.&lt;br /&gt;
&lt;br /&gt;
=== Alarm Call ===&lt;br /&gt;
&lt;br /&gt;
* You have been spotted by a nearby [[Groups|herd]]. They are very aware of your presence.&lt;br /&gt;
&lt;br /&gt;
=== Beached ===&lt;br /&gt;
&lt;br /&gt;
* You are [[Mechanics|beached]]! Head back to the water before you die.&lt;br /&gt;
&lt;br /&gt;
* You are very slow and vulnerable on the beach, and your [[Comfort|comfort]] has significantly dropped.&lt;br /&gt;
&lt;br /&gt;
=== Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* You are [[Bleeding|bleeding]]. Until bleed is healed, you cannot recover [[Comfort|comfort]] or [[Health|health]].&lt;br /&gt;
&lt;br /&gt;
* Bleed heals more rapidly if sitting or [[Resting|resting]].&lt;br /&gt;
&lt;br /&gt;
* While moving, bleed will slowly worsen. Stand still to recover from bleed.&lt;br /&gt;
&lt;br /&gt;
=== Claustrophobia ===&lt;br /&gt;
&lt;br /&gt;
* Being in this [[Digging Mechanic and Burrows|underground]] place stresses you greatly.&lt;br /&gt;
&lt;br /&gt;
* This cramped place makes it hard to hunt. You deal less damage than normal.&lt;br /&gt;
&lt;br /&gt;
=== Dehydrated ===&lt;br /&gt;
&lt;br /&gt;
* You are dehydrated, and are dying of [[Thirst|thirst]].&lt;br /&gt;
&lt;br /&gt;
* Find some [[Freshwater Lakes|freshwater]] to drink. The Ocean is not drinkable.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Growth ===&lt;br /&gt;
&lt;br /&gt;
* Due to incliment [[Weather|weather]], you [[Life Cycle|grow]] quite a bit faster.&lt;br /&gt;
&lt;br /&gt;
* Given the direness of the weather, you feel less [[Stress|stressed]] from other, nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Food Poisoning ===&lt;br /&gt;
&lt;br /&gt;
* A recent meal had spoiled, and you are suffering from food poisoning.&lt;br /&gt;
&lt;br /&gt;
* To sniff out spoiled [[Carcass|meat]], use your [[Scent System|scent]]. Red smelling carcasses are fresh. Yellow and green ones have gone rancid.&lt;br /&gt;
&lt;br /&gt;
* Some nearby [[Comfort Bias|herbs]] may help with enduring this condition. They are edible to [[Carnivorous Creatures|carnivores]] and [[Herbivorous Creatures|herbivores]].&lt;br /&gt;
&lt;br /&gt;
=== Full Group ===&lt;br /&gt;
&lt;br /&gt;
* Your [[Groups|group]] size exceeds that of this server’s limits, causing a severe comfort drop.&lt;br /&gt;
&lt;br /&gt;
=== Grabbed ===&lt;br /&gt;
&lt;br /&gt;
* You are [[Grabbing|grabbed]]. You cannot move, but you can [[Struggling|struggle]] by attacking.&lt;br /&gt;
&lt;br /&gt;
=== Healthy Herbs ===&lt;br /&gt;
&lt;br /&gt;
* You have been eating quite healthy! The [[Comfort Bias|herbs]] you have eaten recently have boosted your [[Comfort|comfort]].&lt;br /&gt;
&lt;br /&gt;
* This improves the rate at which you [[Health|heal]], gain [[Ability|ability power]], gain [[Stamina|stamina]], recover from [[Injury|injury]], [[Survival Points|gain points]], and [[Life Cycle|grow]].&lt;br /&gt;
&lt;br /&gt;
* This effect decays over time, but can become quite powerful if you continue eating more herbs.&lt;br /&gt;
&lt;br /&gt;
=== High Water Pressure ===&lt;br /&gt;
&lt;br /&gt;
* The [[Swimming|pressure]] from heading too deep is causing you [[Comfort|stress]].&lt;br /&gt;
&lt;br /&gt;
* Head to shallower water to alleviate this stress.&lt;br /&gt;
&lt;br /&gt;
* Larger creatures are capable of going deeper in the water. Growing a bit will also help. &lt;br /&gt;
&lt;br /&gt;
=== Injured ===&lt;br /&gt;
&lt;br /&gt;
* You have been [[Injury|injured]]! Your [[Movement System|movement]] is slower than usual.&lt;br /&gt;
&lt;br /&gt;
* To more rapidly recover from injury, [[Resting|sit or lie down]].&lt;br /&gt;
&lt;br /&gt;
* Injury is dealt from [[Fall Damage|fall damage]] or from heavy hits from other creatures.&lt;br /&gt;
&lt;br /&gt;
=== Intimidated ===&lt;br /&gt;
&lt;br /&gt;
* The presence of nearby, potentially hostile creatures [[Comfort|stresses]] you out.&lt;br /&gt;
&lt;br /&gt;
* If exposed to this stress for a prolonged period of time, you will die.&lt;br /&gt;
&lt;br /&gt;
* [[Carnivorous Creatures|Carnivores]] not in your group will stress you out. Larger ones are more stressful than tiny ones.&lt;br /&gt;
&lt;br /&gt;
* To alleviate this stress, move away from carnivorous players.&lt;br /&gt;
&lt;br /&gt;
=== Intimidating Roar ===&lt;br /&gt;
&lt;br /&gt;
* You have been intimidated by a terrifying roar. It has reduced your [[Damage|damage]] output.&lt;br /&gt;
&lt;br /&gt;
=== Near Children ===&lt;br /&gt;
&lt;br /&gt;
* Being near your [[Nesting|hatchlings]] makes you happy. You [[Life Cycle|grow]] more quickly than normal.&lt;br /&gt;
&lt;br /&gt;
On the Isla Titania map, this buff grants a 50% increase in growth rate. It grants a 20% increase on all other maps. Offspring grant this effect up to 0.8 growth.&lt;br /&gt;
&lt;br /&gt;
=== Near Friends ===&lt;br /&gt;
&lt;br /&gt;
* The presence of nearby, [[Friendship|friendly creatures]] allows you to relax, improving your [[Comfort|comfort]].&lt;br /&gt;
&lt;br /&gt;
* This improvement in comfort increases how rapidly your [[Stamina|stamina]], [[Ability|ability power]], and [[Health|HP]] recover.&lt;br /&gt;
&lt;br /&gt;
=== Necrophobia ===&lt;br /&gt;
&lt;br /&gt;
* Nearby [[Carcass|Corpses]] are stressing you out, dropping your [[Comfort|comfort]].&lt;br /&gt;
&lt;br /&gt;
* Distance yourself from nearby carcasses to remove this effect.&lt;br /&gt;
&lt;br /&gt;
===On Fire===&lt;br /&gt;
&lt;br /&gt;
* Coming into contact with fires will apply this debuff for 10 seconds. While on fire, you take periodic damage.&lt;br /&gt;
&lt;br /&gt;
* Entering water alleviates this condition.&lt;br /&gt;
&lt;br /&gt;
=== Out Of Air ===&lt;br /&gt;
&lt;br /&gt;
* You are out of [[Air|air]]. Return to the surface and press the [[Keybinding|Use key]] to breathe!&lt;br /&gt;
&lt;br /&gt;
* While out of air, you cannot [[Stamina|sprint]], attack, or do anything that requires [[Ability|ability]] or [[Stamina|stamina]].&lt;br /&gt;
&lt;br /&gt;
=== Out Of Map Bounds ===&lt;br /&gt;
&lt;br /&gt;
* You are out of bounds! While out of bounds, you take significant damage.&lt;br /&gt;
&lt;br /&gt;
=== Overpopulation ===&lt;br /&gt;
&lt;br /&gt;
* There are too many creatures of your type on the [[Maps|map]].&lt;br /&gt;
&lt;br /&gt;
* While there are too many creatures of your type, your [[Life Cycle|growth rate]] is substantially reduced.&lt;br /&gt;
&lt;br /&gt;
* To remove this debuff, other players of your creature type must die, log off, or there must be more players of other types online.&lt;br /&gt;
&lt;br /&gt;
=== Pregnant ===&lt;br /&gt;
&lt;br /&gt;
* You are carrying [[Nesting|eggs]].&lt;br /&gt;
&lt;br /&gt;
* Until you lay your eggs, your [[Food|food]] and [[Thirst|water]] levels drop more rapidly.&lt;br /&gt;
&lt;br /&gt;
* Your [[Comfort|comfort]] is reduced as well. More eggs increase these effects.&lt;br /&gt;
&lt;br /&gt;
=== Resting ===&lt;br /&gt;
&lt;br /&gt;
* ((ADD RESTING BUFF TEXT))&lt;br /&gt;
&lt;br /&gt;
Resting is applied at sunset and removed at sunrise. It reduces food and water drain rates. The effects are more pronounced at larger growths. This condition's icon only shows up if you open the character UI.&lt;br /&gt;
&lt;br /&gt;
=== Restlessness ===&lt;br /&gt;
&lt;br /&gt;
* ((ADD RESTLESS DEBUFF TEXT))&lt;br /&gt;
&lt;br /&gt;
=== Sand Attack ===&lt;br /&gt;
&lt;br /&gt;
* You have sand in your eyes. It is very hard to see, run, and jump.&lt;br /&gt;
&lt;br /&gt;
=== Satiated ===&lt;br /&gt;
&lt;br /&gt;
* You have [[Food|eaten]] well recently, and are enjoying a full belly.&lt;br /&gt;
&lt;br /&gt;
=== Scenic ===&lt;br /&gt;
&lt;br /&gt;
* Something about this particular area makes you happy. Your [[Comfort|comfort]] is higher here.&lt;br /&gt;
&lt;br /&gt;
=== Sickness ===&lt;br /&gt;
&lt;br /&gt;
* ((ADD SICKNESS DEBUFF TEXT))&lt;br /&gt;
&lt;br /&gt;
The status conditions Food Poisoning, Water Poisoning, Restlessness, and any dietary deficiency can cause creatures to become sick. Creatures have a chance to become sick when drinking from dirty water, eating rancid carcasses, or plants that give negative comfort bias. Creatures at larger growths are significantly more likely to get sick from the above sources. Sickness also lasts significantly larger at larger growths. Players below 1.2 growth cannot get sick.&lt;br /&gt;
&lt;br /&gt;
=== Spiky Shield ===&lt;br /&gt;
&lt;br /&gt;
* You [[Abilities|reflect]] most incoming damage back at your attacker.&lt;br /&gt;
&lt;br /&gt;
=== Stale Air ===&lt;br /&gt;
&lt;br /&gt;
* You are too far from a burrow exit, and the air is getting stale.&lt;br /&gt;
&lt;br /&gt;
* The stale air makes this place very uncomfortable.&lt;br /&gt;
&lt;br /&gt;
=== Starving ===&lt;br /&gt;
&lt;br /&gt;
* You are [[Food|starving]]. Find some food or you will wither away.&lt;br /&gt;
&lt;br /&gt;
* If an [[Herbivorous Creatures|herbivore]], [[Foliage System|plants]] can be eaten looking at them and holding the [[Keybinding|use keybind]].&lt;br /&gt;
&lt;br /&gt;
* If a [[Piscivorous Creatures|piscivore]], both [[Carcass|carcasses]] and [[Fish|fish]] can be eaten.&lt;br /&gt;
&lt;br /&gt;
* If a [[Carnivorous Creatures|carnivore]], only carcasses will suffice. Use your [[Scent System|scent]] to sniff for any nearby carcasses.&lt;br /&gt;
&lt;br /&gt;
=== Stressful Scene ===&lt;br /&gt;
&lt;br /&gt;
* Something about the scene [[Comfort|stresses]] you. Moving away will alleviate this condition.&lt;br /&gt;
&lt;br /&gt;
=== Strong Bond ===&lt;br /&gt;
&lt;br /&gt;
* You and your mate are close to one another.&lt;br /&gt;
&lt;br /&gt;
* You receive a large boost to your Health, Stamina, and Ability Power.&lt;br /&gt;
&lt;br /&gt;
=== Suffocation ===&lt;br /&gt;
&lt;br /&gt;
* Being close to very significant amounts of fire, smoke, and ash will apply this debuff.&lt;br /&gt;
&lt;br /&gt;
* This debuff starts your breath bar timer, as if you were drowning.&lt;br /&gt;
&lt;br /&gt;
* Moving away will alleviate this condition.&lt;br /&gt;
&lt;br /&gt;
=== Thalassophobic ===&lt;br /&gt;
&lt;br /&gt;
* The deep [[Water|ocean]] stresses you out.&lt;br /&gt;
&lt;br /&gt;
* In order to alleviate the [[Comfort|stress]], head to shore!&lt;br /&gt;
&lt;br /&gt;
=== The Elements ===&lt;br /&gt;
&lt;br /&gt;
* The wind, rain, and [[Weather|elements]] are stressing you.&lt;br /&gt;
&lt;br /&gt;
* Find [[Shelter|shelter]] in a [[Caves|cave]] or underground area to take refuge from the [[Weather|weather]].&lt;br /&gt;
&lt;br /&gt;
=== Thin Air ===&lt;br /&gt;
&lt;br /&gt;
* The air up here is very thin, making it hard to breathe.&lt;br /&gt;
&lt;br /&gt;
* Up this high, you take damage and incur a substantial comfort drop.&lt;br /&gt;
&lt;br /&gt;
=== Well Fed ===&lt;br /&gt;
&lt;br /&gt;
* You are [[Food|well fed]], and have gained some weight!&lt;br /&gt;
&lt;br /&gt;
* You move slower and lose [[Stamina|stamina]] faster.&lt;br /&gt;
&lt;br /&gt;
* You are less [[Comfort|comfortable]].&lt;br /&gt;
&lt;br /&gt;
* You have more [[Health|HP]] and heal faster!&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Weather&amp;diff=4863</id>
		<title>Weather</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Weather&amp;diff=4863"/>
		<updated>2023-01-15T02:51:46Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
A significant and antagonistic element of survival in Beasts of Bermuda is enduring the effects of storms. The weather generator in Beasts of Bermuda is capable of generating many different types of storms, with many different intensities and durations. The intensity of the storm along with its shape over time will dictate several different elements such as rain, storm surges, wind, and lightning. Due to the way in which it is programmed, almost any storm is possible, but some variants are significantly less probable than others. Many weather events will not be intense enough to cause significant threat to survival, often generating gentle or moderate amounts of rain with little to no storm surge. Occasionally, however, a full-force hurricane will hit, presenting a very significant threat to survival. &lt;br /&gt;
&lt;br /&gt;
During storms, players must seek [[shelter]] in order to prevent [[Comfort|comfort]] loss or damage from lightning and tornadoes. The [[Talent tree|Weather Resistance]] talent can help players mitigate [[Comfort|comfort]] loss during storms, and at 3/3 points invested prevents death by lightning strike. Some types of creatures are, by default, more resistant to weather-induced comfort loss than others.&lt;br /&gt;
&lt;br /&gt;
There are some beneficial effects of inclement weather. Storms grant all players the [[Status Effects|Enhanced Growth]] status effect, temporarily increasing the rate at which creatures grow and reducing the amount of stress that enemy creatures cause them. Storms also reduce the food and water drain increases that players experience from being larger growth. Rain can also quickly restore [[Water|dirty]] and depleted [[Freshwater Lakes|freshwater resources]].&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Wind is one of the primary factors that dictates the loss of [[Comfort|comfort]] during a storm. The game keeps track of and updates a wind direction vector, which dictates the direction that rain drops and fog effects travel during a storm. Vegetation will also sway with the wind, sometimes violently during the most intense wind gusts. The size of ocean waves also increases with wind severity.&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
&lt;br /&gt;
Rain is another primary factor that dictates [[Comfort|comfort]] loss during storms. Rain is also the primary influence on storm surge intensity. Stronger rainstorms will bring larger surges. Rain significantly increases the rate at which sources of freshwater replenish, so a rainstorm may be beneficial during times when freshwater is scarce.&lt;br /&gt;
&lt;br /&gt;
== Storm Surges ==&lt;br /&gt;
[[File:Stormsurge.png|right400px|border|thumb|An unlucky Apatosaurus is surrounded on all sides by water, staying on what little dry ground is left.]]&lt;br /&gt;
One of the most frightening elements of stormy weather in Beasts of Bermuda is the storm surge. The [[Water|ocean]] can creep up the beach, over hills, and even up mountains as it comes looking for victims during a particularly intense storm. The rising water level poses significant threat to players in many different ways. First, being inundated by sea water will sharply drop the [[Comfort|comfort]] level of any [[Terrestrial Creatures|terrestrial creature]]. Rising water levels can also flush players out of [[Caves|caves and dens]] they may have taken refuge in, forcing them back out into the rain and further increasing risk of [[Death|death]] from stress. Storm surges also set the stage for predatory [[Aquatic Creatures|aquatic creatures]] such as the [[Mosasaurus]] to take full advantage of the situation.  &lt;br /&gt;
&lt;br /&gt;
It takes a severe storm for a noticeable storm surge to take place. Surges accumulate as the integration of the square of the rain intensity over time, so the more intense and longer the storm, the higher the surge will climb. Very intense storms can cause frighteningly high surges to occur. Surges decay over time as well.  The surge usually recedes along with the lightning of the storm, but some particularly extreme storm surges can outlast the storms that brought them.&lt;br /&gt;
&lt;br /&gt;
Storm surges will sometimes flood significant fractions of the map. Due to the method in which the weather generator was coded, any surge is theoretically possible, and surges beyond 30 meters have been seen in-game on very rare occasions.&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:719890 screenshots 20180924081210 1.jpg|right400px|border|thumb|A [[Pteranodon]] weathering an intense thunderstorm.]]&lt;br /&gt;
Another risk associated with storms is death due to lightning strike. When the storm exceeds a certain threshold of intensity, lightning bolts will begin to periodically spawn around the map. The more intense the storm, the more frequent the lightning will occur. Lightning has a chance to target and deliberately strike an [[Shelter|unsheltered]] player, so odds are if one decides to brave a particularly harsh storm, if [[Comfort|stress]] doesn't kill you first, the lightning will.  Creatures with [[Weather Resistance|weather resistance]] are less likely to be struck by lightning. The [[Apatosaurus]] is the only creature in-game that is capable of surviving a lightning strike. Lightning does not target [[Aquatic Creatures|aquatic creatures]], regardless of whether they're sheltered, unless they are [[Beaching|beached]].&lt;br /&gt;
&lt;br /&gt;
Lightning can also trigger wildfires, which are discussed below.&lt;br /&gt;
&lt;br /&gt;
== Fire ==&lt;br /&gt;
[[File:SmokeStack.jpg|right400px|border|thumb|A Tropeognathus noticing an active fire from Dry Lightning.]]&lt;br /&gt;
[[File:ActiveFire.jpg|right400px|border|thumb|A Tropeognathus watches as the fire scorches the area.]]&lt;br /&gt;
Wildfires are an extremely dangerous weather event within the game. They spread quickly and can apply deadly [[Status Effects|debuffs]] to nearby creatures. Even just being right next to a fire can significantly injure the player, so fires should be avoided!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Fires are started in one of three ways:&lt;br /&gt;
* Dry lightning. This weather event can spawn very aggressive forest fires, but due to the rarity of dry lightning itself, this is fairly uncommon.&lt;br /&gt;
* Thunderstorms frequently spawn smaller, localized forest fires. However, rain dampens the speed and spread of the fires significantly.&lt;br /&gt;
* Long periods of time without rain will grant the chance for drought fires to spawn, which are very dangerous and spread rapidly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;When a fire spawns, its dangers do not immediately kick into effect. Rather, there is a 10-second grace period between spawn and activation, allowing players a window to escape should fire spawn in extremely close proximity to them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Fires produce columns of smoke, which - in most cases - can be seen across whatever map they may be present on. This allows players to locate and avoid fires from a considerable distance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Spawn points within or in close proximity to forest fires will not be usable, and when spawning as a creature, the user will be warned of fires in close proximity to the specific creature's spawn location.&lt;br /&gt;
&lt;br /&gt;
== Tornadoes == &lt;br /&gt;
[[File:719890 screenshots 20181003103746 1.jpg|right400px|border|thumb| An [[Apatosaurus]] trying to stay comfortable during a storm with two tornadoes in the background.]]&lt;br /&gt;
Tornadoes are sometimes generated during storms. They can pick up every type of creatures, with the exception of adult Apatosaurus, and chuck them across the map. Tornadoes will track and follow the nearest terrestrial creature. If the tracked creature dies, swims underwater, flies away, or rests under 100% shelter, the tornado will abandon the target and seek the next closest terrestrial creature. Tornadoes tend to track the largest concentration of unsheltered players on the map.&lt;br /&gt;
&lt;br /&gt;
== Droughts ==&lt;br /&gt;
&lt;br /&gt;
Droughts are a future weather event the developers plan to add to the game. They will involve water levels going down substantially, forcing players to find dwindling pools of water to drink from.&lt;br /&gt;
&lt;br /&gt;
== How Weather is Generated ==&lt;br /&gt;
[[File:LargeStorm1.jpg|right|thumb|600px|border|MATLAB Generated Storm Simulation for Beasts of Bermuda]]&lt;br /&gt;
A development blog post was written on how storms are generated [https://beastsofbermuda.com/blog/post/procedural-weather/ here].&lt;br /&gt;
&lt;br /&gt;
The storm generator works essentially by throwing weighted dice every 36 seconds while the storm event is occurring. These dice dictate the storm's intensity profile, passing through four intervals of randomly determined duration. The tuning of the storm generator for creation in the UE4 engine was actually done using a MATLAB script with a wide array of parameters that determine many elements of the storm. A profile of a severe storm is shown on this wiki page, in which one can see all the different storm elements. Some of these elements are purely aesthetic, whereas others have gameplay repercussions.&lt;br /&gt;
&lt;br /&gt;
The first stage of any generated storm is set up with a set of dice rolls that unanimously will increase the storm intensity. The amount of rolls is randomly determined. This ensures that no storm will peter out after only a few ticks of the storm clock, granting every storm a minimum threshold. Some storms will die immediately after this interval, causing weather events as short as 3 minutes.&lt;br /&gt;
&lt;br /&gt;
In the second stage of the storm, the dice are biased towards increases in intensity but decreases are possible, thus allowing the moderately rare, super short storm to die here. As biased rolls of these dice accumulate, it is likely (but not guaranteed) that the storm will increase in intensity profile.  &lt;br /&gt;
&lt;br /&gt;
The third stage of the storm grants fair chance to the storm generator to increase or decrease in severity. In some instances, this may lead to continued increases in storm severity to ridiculous levels, often following suit with extreme storm surges that can flood significant sections of the game world. In other instances, the storm will die here, never making it to stage four. On average, the storm will stay relatively even in intensity profile. This stage of storm generation can vary in time duration from very brief, to rather long periods of time.&lt;br /&gt;
&lt;br /&gt;
The fourth stage of the storm is marked by inevitable death. The storm will die, as in this stage with each cast of the dice that dictate the storm intensity profile, the likelihood of the roll coming out positive is lower and lower. A storm can occasionally resist stage four storm killing for a while, but eventually will be brought down.&lt;br /&gt;
&lt;br /&gt;
It is also noteworthy to explain that the time duration between storms is randomly dictated. Storms can strike nearly back to back, or a significant amount of time can pass between two storms.&lt;br /&gt;
&lt;br /&gt;
See also: [[Natural Disasters]]&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Weather&amp;diff=4862</id>
		<title>Weather</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Weather&amp;diff=4862"/>
		<updated>2023-01-15T02:46:14Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: moved explanation of how weather is generated to the end so that primary functions and impacts of weather comes first for the readers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
A significant and antagonistic element of survival in Beasts of Bermuda is enduring the effects of storms. The weather generator in Beasts of Bermuda is capable of generating many different types of storms, with many different intensities and durations. The intensity of the storm along with its shape over time will dictate several different elements such as rain, storm surges, wind, and lightning. Due to the way in which it is programmed, almost any storm is possible, but some variants are significantly less probable than others. Many weather events will not be intense enough to cause significant threat to survival, often generating gentle or moderate amounts of rain with little to no storm surge. Occasionally, however, a full-force hurricane will hit, presenting a very significant threat to survival. &lt;br /&gt;
&lt;br /&gt;
During storms, players must seek [[shelter]] in order to prevent [[Comfort|comfort]] loss or damage from lightning and tornadoes. The [[Talent tree|Weather Resistance]] talent can help players mitigate [[Comfort|comfort]] loss during storms, and at 3/3 points invested prevents death by lightning strike. Some types of creatures are, by default, more resistant to weather-induced comfort loss than others.&lt;br /&gt;
&lt;br /&gt;
There are some beneficial effects of inclement weather. Storms grant all players the [[Status Effects|Enhanced Growth]] status effect, temporarily increasing the rate at which creatures grow and reducing the amount of stress that enemy creatures cause them. Storms also reduce the food and water drain increases that players experience from being larger growth. Rain can also quickly restore [[Water|dirty]] and depleted [[Freshwater Lakes|freshwater resources]].&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Wind is one of the primary factors that dictates the loss of [[Comfort|comfort]] during a storm. The game keeps track of and updates a wind direction vector, which dictates the direction that rain drops and fog effects travel during a storm. Vegetation will also sway with the wind, sometimes violently during the most intense wind gusts. The size of ocean waves also increases with wind severity.&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
[[File:719890 screenshots 20180924081210 1.jpg|right|thumb|400px|border| A [[Pteranodon]] weathering an intense thunderstorm. ]]&lt;br /&gt;
&lt;br /&gt;
Rain is another primary factor that dictates [[Comfort|comfort]] loss during storms. Rain is also the primary influence on storm surge intensity. Stronger rainstorms will bring larger surges. Rain significantly increases the rate at which sources of freshwater replenish, so a rainstorm may be beneficial during times when freshwater is scarce.&lt;br /&gt;
&lt;br /&gt;
== Storm Surges ==&lt;br /&gt;
[[File:719890 screenshots 20181003103746 1.jpg|right|thumb|400px|border| An [[Apatosaurus]] trying to stay comfortable during a storm with two tornadoes in the background.]]&lt;br /&gt;
&lt;br /&gt;
One of the most frightening elements of stormy weather in Beasts of Bermuda is the storm surge. The [[Water|ocean]] can creep up the beach, over hills, and even up mountains as it comes looking for victims during a particularly intense storm. The rising water level poses significant threat to players in many different ways. First, being inundated by sea water will sharply drop the [[Comfort|comfort]] level of any [[Terrestrial Creatures|terrestrial creature]]. Rising water levels can also flush players out of [[Caves|caves and dens]] they may have taken refuge in, forcing them back out into the rain and further increasing risk of [[Death|death]] from stress. Storm surges also set the stage for predatory [[Aquatic Creatures|aquatic creatures]] such as the [[Mosasaurus]] to take full advantage of the situation.  &lt;br /&gt;
&lt;br /&gt;
It takes a severe storm for a noticeable storm surge to take place. Surges accumulate as the integration of the square of the rain intensity over time, so the more intense and longer the storm, the higher the surge will climb. Very intense storms can cause frighteningly high surges to occur. Surges decay over time as well.  The surge usually recedes along with the lightning of the storm, but some particularly extreme storm surges can outlast the storms that brought them.&lt;br /&gt;
&lt;br /&gt;
Storm surges will sometimes flood significant fractions of the map. Due to the method in which the weather generator was coded, any surge is theoretically possible, and surges beyond 30 meters have been seen in-game on very rare occasions.&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
&lt;br /&gt;
Another risk associated with storms is death due to lightning strike. When the storm exceeds a certain threshold of intensity, lightning bolts will begin to periodically spawn around the map. The more intense the storm, the more frequent the lightning will occur. Lightning has a chance to target and deliberately strike an [[Shelter|unsheltered]] player, so odds are if one decides to brave a particularly harsh storm, if [[Comfort|stress]] doesn't kill you first, the lightning will.  Creatures with [[Weather Resistance|weather resistance]] are less likely to be struck by lightning. The [[Apatosaurus]] is the only creature in-game that is capable of surviving a lightning strike. Lightning does not target [[Aquatic Creatures|aquatic creatures]], regardless of whether they're sheltered, unless they are [[Beaching|beached]].&lt;br /&gt;
&lt;br /&gt;
Lightning can also trigger wildfires, which are discussed below.&lt;br /&gt;
&lt;br /&gt;
== Fire ==&lt;br /&gt;
&lt;br /&gt;
Wildfires are an extremely dangerous weather event within the game. They spread quickly and can apply deadly [[Status Effects|debuffs]] to nearby creatures. Even just being right next to a fire can significantly injure the player, so fires should be avoided!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Fires are started in one of three ways:&lt;br /&gt;
* Dry lightning. This weather event can spawn very aggressive forest fires, but due to the rarity of dry lightning itself, this is fairly uncommon.&lt;br /&gt;
* Thunderstorms frequently spawn smaller, localized forest fires. However, rain dampens the speed and spread of the fires significantly.&lt;br /&gt;
* Long periods of time without rain will grant the chance for drought fires to spawn, which are very dangerous and spread rapidly.&lt;br /&gt;
&lt;br /&gt;
[[File:SmokeStack.jpg|right400px|border|thumb|A Tropeognathus noticing an active fire from Dry Lightning.]]&lt;br /&gt;
[[File:ActiveFire.jpg|right400px|border|thumb|A Tropeognathus watches as the fire scorches the area.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;When a fire spawns, its dangers do not immediately kick into effect. Rather, there is a 10-second grace period between spawn and activation, allowing players a window to escape should fire spawn in extremely close proximity to them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Fires produce columns of smoke, which - in most cases - can be seen across whatever map they may be present on. This allows players to locate and avoid fires from a considerable distance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Spawn points within or in close proximity to forest fires will not be usable, and when spawning as a creature, the user will be warned of fires in close proximity to the specific creature's spawn location.&lt;br /&gt;
&lt;br /&gt;
== Tornadoes == &lt;br /&gt;
&lt;br /&gt;
Tornadoes are sometimes generated during storms. They can pick up every type of creatures, with the exception of adult Apatosaurus, and chuck them across the map. Tornadoes will track and follow the nearest terrestrial creature. If the tracked creature dies, swims underwater, flies away, or rests under 100% shelter, the tornado will abandon the target and seek the next closest terrestrial creature. Tornadoes tend to track the largest concentration of unsheltered players on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Rexfog.png|right|thumb|400px|border|A [[Tyrannosaurus rex]] walking through a foggy forest at night.]]&lt;br /&gt;
&lt;br /&gt;
== Droughts ==&lt;br /&gt;
&lt;br /&gt;
Droughts are a future weather event the developers plan to add to the game. They will involve water levels going down substantially, forcing players to find dwindling pools of water to drink from.&lt;br /&gt;
&lt;br /&gt;
== How Weather is Generated ==&lt;br /&gt;
&lt;br /&gt;
A development blog post was written on how storms are generated [https://beastsofbermuda.com/blog/post/procedural-weather/ here].&lt;br /&gt;
&lt;br /&gt;
The storm generator works essentially by throwing weighted dice every 36 seconds while the storm event is occurring. These dice dictate the storm's intensity profile, passing through four intervals of randomly determined duration. The tuning of the storm generator for creation in the UE4 engine was actually done using a MATLAB script with a wide array of parameters that determine many elements of the storm. A profile of a severe storm is shown on this wiki page, in which one can see all the different storm elements. Some of these elements are purely aesthetic, whereas others have gameplay repercussions.&lt;br /&gt;
&lt;br /&gt;
[[File:LargeStorm1.jpg|right|thumb|600px|border|MATLAB Generated Storm Simulation for Beasts of Bermuda]]&lt;br /&gt;
&lt;br /&gt;
The first stage of any generated storm is set up with a set of dice rolls that unanimously will increase the storm intensity. The amount of rolls is randomly determined. This ensures that no storm will peter out after only a few ticks of the storm clock, granting every storm a minimum threshold. Some storms will die immediately after this interval, causing weather events as short as 3 minutes.&lt;br /&gt;
&lt;br /&gt;
[[File:Stormsurge.png|right400px|border|thumb|An unlucky Apatosaurus is surrounded on all sides by water, staying on what little dry ground is left.]]&lt;br /&gt;
&lt;br /&gt;
In the second stage of the storm, the dice are biased towards increases in intensity but decreases are possible, thus allowing the moderately rare, super short storm to die here. As biased rolls of these dice accumulate, it is likely (but not guaranteed) that the storm will increase in intensity profile.  &lt;br /&gt;
&lt;br /&gt;
The third stage of the storm grants fair chance to the storm generator to increase or decrease in severity. In some instances, this may lead to continued increases in storm severity to ridiculous levels, often following suit with extreme storm surges that can flood significant sections of the game world. In other instances, the storm will die here, never making it to stage four. On average, the storm will stay relatively even in intensity profile. This stage of storm generation can vary in time duration from very brief, to rather long periods of time.&lt;br /&gt;
&lt;br /&gt;
The fourth stage of the storm is marked by inevitable death. The storm will die, as in this stage with each cast of the dice that dictate the storm intensity profile, the likelihood of the roll coming out positive is lower and lower. A storm can occasionally resist stage four storm killing for a while, but eventually will be brought down.&lt;br /&gt;
&lt;br /&gt;
It is also noteworthy to explain that the time duration between storms is randomly dictated. Storms can strike nearly back to back, or a significant amount of time can pass between two storms.&lt;br /&gt;
&lt;br /&gt;
See also: [[Natural Disasters]]&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Weather&amp;diff=4861</id>
		<title>Weather</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Weather&amp;diff=4861"/>
		<updated>2023-01-15T02:34:46Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weather Function ==&lt;br /&gt;
&lt;br /&gt;
A significant and antagonistic element of survival in Beasts of Bermuda is enduring the effects of storms. A development blog post was written on how storms are generated [https://beastsofbermuda.com/blog/post/procedural-weather/ here]. The weather generator in Beasts of Bermuda is capable of generating many different types of storms, with many different intensities and durations. The intensity of the storm along with its shape over time will dictate several different elements such as  rain, storm surges, wind, and lightning. Due to the way in which it is programmed, almost any storm is possible, but some variants are significantly less probable than others. Many weather events will not be intense enough to cause significant threat to survival, often generating gentle or moderate amounts of rain with little to no storm surge. Occasionally, however, a full-force hurricane will hit, presenting a very significant threat to survival.  &lt;br /&gt;
&lt;br /&gt;
The storm generator works essentially by throwing weighted dice every 36 seconds while the storm event is occurring. These dice dictate the storm's intensity profile, passing through four intervals of randomly determined duration. The tuning of the storm generator for creation in the UE4 engine was actually done using a MATLAB script with a wide array of parameters that determine many elements of the storm. A profile of a severe storm is shown on this wiki page, in which one can see all the different storm elements. Some of these elements are purely aesthetic, whereas others have gameplay repercussions.&lt;br /&gt;
&lt;br /&gt;
[[File:LargeStorm1.jpg|right|thumb|600px|border|MATLAB Generated Storm Simulation for Beasts of Bermuda]]&lt;br /&gt;
&lt;br /&gt;
The first stage of any generated storm is set up with a set of dice rolls that unanimously will increase the storm intensity. The amount of rolls is randomly determined. This ensures that no storm will peter out after only a few ticks of the storm clock, granting every storm a minimum threshold. Some storms will die immediately after this interval, causing weather events as short as 3 minutes.&lt;br /&gt;
&lt;br /&gt;
[[File:Stormsurge.png|right400px|border|thumb|An unlucky Apatosaurus is surrounded on all sides by water, staying on what little dry ground is left.]]&lt;br /&gt;
&lt;br /&gt;
In the second stage of the storm, the dice are biased towards increases in intensity but decreases are possible, thus allowing the moderately rare, super short storm to die here. As biased rolls of these dice accumulate, it is likely (but not guaranteed) that the storm will increase in intensity profile.  &lt;br /&gt;
&lt;br /&gt;
The third stage of the storm grants fair chance to the storm generator to increase or decrease in severity. In some instances, this may lead to continued increases in storm severity to ridiculous levels, often following suit with extreme storm surges that can flood significant sections of the game world. In other instances, the storm will die here, never making it to stage four. On average, the storm will stay relatively even in intensity profile. This stage of storm generation can vary in time duration from very brief, to rather long periods of time.&lt;br /&gt;
&lt;br /&gt;
The fourth stage of the storm is marked by inevitable death. The storm will die, as in this stage with each cast of the dice that dictate the storm intensity profile, the likelihood of the roll coming out positive is lower and lower. A storm can occasionally resist stage four storm killing for a while, but eventually will be brought down.&lt;br /&gt;
&lt;br /&gt;
It is also noteworthy to explain that the time duration between storms is randomly dictated. Storms can strike nearly back to back, or a significant amount of time can pass between two storms.&lt;br /&gt;
&lt;br /&gt;
During storms, players must seek [[shelter]] in order to prevent [[Comfort|comfort]] loss or damage from lightning and tornadoes. The [[Talent tree|Weather Resistance]] talent can help players mitigate comfort loss during storms, and at 3/3 points invested prevents death by lightning strike. Some types of creatures are, by default, more resistant to weather-induced comfort loss than others.&lt;br /&gt;
&lt;br /&gt;
There are some beneficial effects of inclement weather. Storms grant all players the [[Status Effects|Enhanced Growth]] status effect, temporarily increasing the rate at which creatures grow and reducing the amount of stress that enemy creatures cause them. Storms also reduce the food and water drain increases that players experience from being larger growth. Rain can also quickly restore dirty and depleted freshwater resources.&lt;br /&gt;
&lt;br /&gt;
See also: [[Natural Disasters]]&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Wind is one of the primary factors that dictates the loss of [[Comfort|comfort]] during a storm. The game keeps track of and updates a wind direction vector, which dictates the direction that rain drops and fog effects travel during a storm. Vegetation will also sway with the wind, sometimes violently during the most intense wind gusts. The size of ocean waves also increases with wind severity.&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
[[File:719890 screenshots 20180924081210 1.jpg|right|thumb|400px|border| A [[Pteranodon]] weathering an intense thunderstorm. ]]&lt;br /&gt;
&lt;br /&gt;
Rain is another primary factor that dictates [[Comfort|comfort]] loss during storms. Rain is also the primary influence on storm surge intensity. Stronger rainstorms will bring larger surges. Rain significantly increases the rate at which [[Freshwater Lakes|sources of freshwater]] replenish, so a rainstorm may be beneficial during times when freshwater is scarce.&lt;br /&gt;
&lt;br /&gt;
== Storm Surges ==&lt;br /&gt;
[[File:719890 screenshots 20181003103746 1.jpg|right|thumb|400px|border| An [[Apatosaurus]] trying to stay comfortable during a storm with two tornadoes in the background.]]&lt;br /&gt;
&lt;br /&gt;
One of the most frightening elements of stormy weather in Beasts of Bermuda is the storm surge. The [[Water|ocean]] can creep up the beach, over hills, and even up mountains as it comes looking for victims during a particularly intense storm. The rising water level poses significant threat to players in many different ways. First, being inundated by sea water will sharply drop the [[Comfort|comfort]] level of any [[Terrestrial Creatures|terrestrial creature]]. Rising water levels can also flush players out of [[Caves|caves and dens]] they may have taken refuge in, forcing them back out into the rain and further increasing risk of [[Death|death]] from stress. Storm surges also set the stage for predatory [[Aquatic Creatures|aquatic creatures]] such as the [[Mosasaurus]] to take full advantage of the situation.  &lt;br /&gt;
&lt;br /&gt;
It takes a severe storm for a noticeable storm surge to take place. Surges accumulate as the integration of the square of the rain intensity over time, so the more intense and longer the storm, the higher the surge will climb. Very intense storms can cause frighteningly high surges to occur. Surges decay over time as well.  The surge usually recedes along with the lightning of the storm, but some particularly extreme storm surges can outlast the storms that brought them.&lt;br /&gt;
&lt;br /&gt;
Storm surges will sometimes flood significant fractions of the map. Due to the method in which the weather generator was coded, any surge is theoretically possible, and surges beyond 30 meters have been seen in-game on very rare occasions.&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
&lt;br /&gt;
Another risk associated with storms is death due to lightning strike. When the storm exceeds a certain threshold of intensity, lightning bolts will begin to periodically spawn around the map. The more intense the storm, the more frequent the lightning will occur. Lightning has a chance to target and deliberately strike an [[Shelter|unsheltered]] player, so odds are if one decides to brave a particularly harsh storm, if [[Comfort|stress]] doesn't kill you first, the lightning will.  Creatures with [[Weather Resistance|weather resistance]] are less likely to be struck by lightning. The [[Apatosaurus]] is the only creature in-game that is capable of surviving a lightning strike. Lightning does not target [[Aquatic Creatures|aquatic creatures]], regardless of whether they're sheltered, unless they are [[Beaching|beached]].&lt;br /&gt;
&lt;br /&gt;
Lightning can also trigger wildfires, which are discussed below.&lt;br /&gt;
&lt;br /&gt;
== Fire ==&lt;br /&gt;
&lt;br /&gt;
Wildfires are an extremely dangerous weather event within the game. They spread quickly and can apply deadly [[Status Effects|debuffs]] to nearby creatures. Even just being right next to a fire can significantly injure the player, so fires should be avoided!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Fires are started in one of three ways:&lt;br /&gt;
* Dry lightning. This weather event can spawn very aggressive forest fires, but due to the rarity of dry lightning itself, this is fairly uncommon.&lt;br /&gt;
* Thunderstorms frequently spawn smaller, localized forest fires. However, rain dampens the speed and spread of the fires significantly.&lt;br /&gt;
* Long periods of time without rain will grant the chance for drought fires to spawn, which are very dangerous and spread rapidly.&lt;br /&gt;
&lt;br /&gt;
[[File:SmokeStack.jpg|right400px|border|thumb|A Tropeognathus noticing an active fire from Dry Lightning.]]&lt;br /&gt;
[[File:ActiveFire.jpg|right400px|border|thumb|A Tropeognathus watches as the fire scorches the area.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;When a fire spawns, its dangers do not immediately kick into effect. Rather, there is a 10-second grace period between spawn and activation, allowing players a window to escape should fire spawn in extremely close proximity to them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Fires produce columns of smoke, which - in most cases - can be seen across whatever map they may be present on. This allows players to locate and avoid fires from a considerable distance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Spawn points within or in close proximity to forest fires will not be usable, and when spawning as a creature, the user will be warned of fires in close proximity to the specific creature's spawn location.&lt;br /&gt;
&lt;br /&gt;
== Tornadoes == &lt;br /&gt;
&lt;br /&gt;
Tornadoes are sometimes generated during storms. They can pick up every type of creatures, with the exception of adult Apatosaurus, and chuck them across the map. Tornadoes will track and follow the nearest terrestrial creature. If the tracked creature dies, swims underwater, flies away, or rests under 100% shelter, the tornado will abandon the target and seek the next closest terrestrial creature. Tornadoes tend to track the largest concentration of unsheltered players on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Rexfog.png|right|thumb|400px|border|A [[Tyrannosaurus rex]] walking through a foggy forest at night.]]&lt;br /&gt;
&lt;br /&gt;
== Droughts ==&lt;br /&gt;
&lt;br /&gt;
Droughts are a future weather event the developers plan to add to the game. They will involve water levels going down substantially, forcing players to find dwindling pools of water to drink from.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Weather&amp;diff=4860</id>
		<title>Weather</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Weather&amp;diff=4860"/>
		<updated>2023-01-15T02:02:37Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weather Function ==&lt;br /&gt;
&lt;br /&gt;
A significant and antagonistic element of survival in Beasts of Bermuda is enduring the effects of storms. A development blog post was written on how storms are generated [https://beastsofbermuda.com/blog/post/procedural-weather/ here]. The weather generator in Beasts of Bermuda is capable of generating many different types of storms, with many different intensities and durations. The intensity of the storm along with its shape over time will dictate several different elements such as  rain, storm surges, wind, and lightning. Due to the way in which it is programmed, almost any storm is possible, but some variants are significantly less probable than others. Many weather events will not be intense enough to cause significant threat to survival, often generating gentle or moderate amounts of rain with little to no storm surge. Occasionally, however, a full-force hurricane will hit, presenting a very significant threat to survival.  &lt;br /&gt;
&lt;br /&gt;
The storm generator works essentially by throwing weighted dice every 36 seconds while the storm event is occurring. These dice dictate the storm's intensity profile, passing through four intervals of randomly determined duration. The tuning of the storm generator for creation in the UE4 engine was actually done using a MATLAB script with a wide array of parameters that determine many elements of the storm. A profile of a severe storm is shown on this wiki page, in which one can see all the different storm elements. Some of these elements are purely aesthetic, whereas others have gameplay repercussions.&lt;br /&gt;
&lt;br /&gt;
[[File:LargeStorm1.jpg|right|thumb|600px|border|MATLAB Generated Storm Simulation for Beasts of Bermuda]]&lt;br /&gt;
&lt;br /&gt;
The first stage of any generated storm is set up with a set of dice rolls that unanimously will increase the storm intensity. The amount of rolls is randomly determined. This ensures that no storm will peter out after only a few ticks of the storm clock, granting every storm a minimum threshold. Some storms will die immediately after this interval, causing weather events as short as 3 minutes.&lt;br /&gt;
&lt;br /&gt;
[[File:Stormsurge.png|right400px|border|thumb|An unlucky Apatosaurus is surrounded on all sides by water, staying on what little dry ground is left.]]&lt;br /&gt;
&lt;br /&gt;
In the second stage of the storm, the dice are biased towards increases in intensity but decreases are possible, thus allowing the moderately rare, super short storm to die here. As biased rolls of these dice accumulate, it is likely (but not guaranteed) that the storm will increase in intensity profile.  &lt;br /&gt;
&lt;br /&gt;
The third stage of the storm grants fair chance to the storm generator to increase or decrease in severity. In some instances, this may lead to continued increases in storm severity to ridiculous levels, often following suit with extreme storm surges that can flood significant sections of the game world. In other instances, the storm will die here, never making it to stage four. On average, the storm will stay relatively even in intensity profile. This stage of storm generation can vary in time duration from very brief, to rather long periods of time.&lt;br /&gt;
&lt;br /&gt;
The fourth stage of the storm is marked by inevitable death. The storm will die, as in this stage with each cast of the dice that dictate the storm intensity profile, the likelihood of the roll coming out positive is lower and lower. A storm can occasionally resist stage four storm killing for a while, but eventually will be brought down.&lt;br /&gt;
&lt;br /&gt;
It is also noteworthy to explain that the time duration between storms is randomly dictated. Storms can strike nearly back to back, or a significant amount of time can pass between two storms.&lt;br /&gt;
&lt;br /&gt;
During storms, players must seek [[shelter]] in order to prevent [[Comfort|comfort]] loss or damage from lightning and tornadoes. The [[Talent tree|Weather Resistance]] talent can help players mitigate comfort loss during storms, and at 3/3 points invested prevents death by lightning strike. Some types of creatures are, by default, more resistant to weather-induced comfort loss than others.&lt;br /&gt;
&lt;br /&gt;
See also: [[Natural Disasters]]&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Wind is one of the primary factors that dictates the loss of [[Comfort|comfort]] during a storm. The game keeps track of and updates a wind direction vector, which dictates the direction that rain drops and fog effects travel during a storm. Vegetation will also sway with the wind, sometimes violently during the most intense wind gusts. The size of ocean waves also increases with wind severity.&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
[[File:719890 screenshots 20180924081210 1.jpg|right|thumb|400px|border| A [[Pteranodon]] weathering an intense thunderstorm. ]]&lt;br /&gt;
&lt;br /&gt;
Rain is another primary factor that dictates [[Comfort|comfort]] loss during storms. Rain is also the primary influence on storm surge intensity. Stronger rainstorms will bring larger surges. Rain significantly increases the rate at which [[Freshwater Lakes|sources of freshwater]] replenish, so a rainstorm may be beneficial during times when freshwater is scarce.&lt;br /&gt;
&lt;br /&gt;
== Storm Surges ==&lt;br /&gt;
[[File:719890 screenshots 20181003103746 1.jpg|right|thumb|400px|border| An [[Apatosaurus]] trying to stay comfortable during a storm with two tornadoes in the background.]]&lt;br /&gt;
&lt;br /&gt;
One of the most frightening elements of stormy weather in Beasts of Bermuda is the storm surge. The [[Water|ocean]] can creep up the beach, over hills, and even up mountains as it comes looking for victims during a particularly intense storm. The rising water level poses significant threat to players in many different ways. First, being inundated by sea water will sharply drop the [[Comfort|comfort]] level of any [[Terrestrial Creatures|terrestrial creature]]. Rising water levels can also flush players out of [[Caves|caves and dens]] they may have taken refuge in, forcing them back out into the rain and further increasing risk of [[Death|death]] from stress. Storm surges also set the stage for predatory [[Aquatic Creatures|aquatic creatures]] such as the [[Mosasaurus]] to take full advantage of the situation.  &lt;br /&gt;
&lt;br /&gt;
It takes a severe storm for a noticeable storm surge to take place. Surges accumulate as the integration of the square of the rain intensity over time, so the more intense and longer the storm, the higher the surge will climb. Very intense storms can cause frighteningly high surges to occur. Surges decay over time as well.  The surge usually recedes along with the lightning of the storm, but some particularly extreme storm surges can outlast the storms that brought them.&lt;br /&gt;
&lt;br /&gt;
Storm surges will sometimes flood significant fractions of the map. Due to the method in which the weather generator was coded, any surge is theoretically possible, and surges beyond 30 meters have been seen in-game on very rare occasions.&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
&lt;br /&gt;
Another risk associated with storms is death due to lightning strike. When the storm exceeds a certain threshold of intensity, lightning bolts will begin to periodically spawn around the map. The more intense the storm, the more frequent the lightning will occur. Lightning has a chance to target and deliberately strike an [[Shelter|unsheltered]] player, so odds are if one decides to brave a particularly harsh storm, if [[Comfort|stress]] doesn't kill you first, the lightning will.  Creatures with [[Weather Resistance|weather resistance]] are less likely to be struck by lightning. The [[Apatosaurus]] is the only creature in-game that is capable of surviving a lightning strike. Lightning does not target [[Aquatic Creatures|aquatic creatures]], regardless of whether they're sheltered, unless they are [[Beaching|beached]].&lt;br /&gt;
&lt;br /&gt;
Lightning can also trigger wildfires, which are discussed below.&lt;br /&gt;
&lt;br /&gt;
== Fire ==&lt;br /&gt;
&lt;br /&gt;
Wildfires are an extremely dangerous weather event within the game. They spread quickly and can apply deadly [[Status Effects|debuffs]] to nearby creatures. Even just being right next to a fire can significantly injure the player, so fires should be avoided!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Fires are started in one of three ways:&lt;br /&gt;
* Dry lightning. This weather event can spawn very aggressive forest fires, but due to the rarity of dry lightning itself, this is fairly uncommon.&lt;br /&gt;
* Thunderstorms frequently spawn smaller, localized forest fires. However, rain dampens the speed and spread of the fires significantly.&lt;br /&gt;
* Long periods of time without rain will grant the chance for drought fires to spawn, which are very dangerous and spread rapidly.&lt;br /&gt;
&lt;br /&gt;
[[File:SmokeStack.jpg|right400px|border|thumb|A Tropeognathus noticing an active fire from Dry Lightning.]]&lt;br /&gt;
[[File:ActiveFire.jpg|right400px|border|thumb|A Tropeognathus watches as the fire scorches the area.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;When a fire spawns, its dangers do not immediately kick into effect. Rather, there is a 10-second grace period between spawn and activation, allowing players a window to escape should fire spawn in extremely close proximity to them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Fires produce columns of smoke, which - in most cases - can be seen across whatever map they may be present on. This allows players to locate and avoid fires from a considerable distance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Spawn points within or in close proximity to forest fires will not be usable, and when spawning as a creature, the user will be warned of fires in close proximity to the specific creature's spawn location.&lt;br /&gt;
&lt;br /&gt;
== Tornadoes == &lt;br /&gt;
&lt;br /&gt;
Tornadoes are sometimes generated during storms. They can pick up every type of creatures, with the exception of adult Apatosaurus, and chuck them across the map. Tornadoes will track and follow the nearest terrestrial creature. If the tracked creature dies, swims underwater, flies away, or rests under 100% shelter, the tornado will abandon the target and seek the next closest terrestrial creature. Tornadoes tend to track the largest concentration of unsheltered players on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Rexfog.png|right|thumb|400px|border|A [[Tyrannosaurus rex]] walking through a foggy forest at night.]]&lt;br /&gt;
&lt;br /&gt;
== Droughts ==&lt;br /&gt;
&lt;br /&gt;
Droughts are a future weather event the developers plan to add to the game. They will involve water levels going down substantially, forcing players to find dwindling pools of water to drink from.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Arganodus&amp;diff=4859</id>
		<title>Arganodus</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Arganodus&amp;diff=4859"/>
		<updated>2023-01-15T02:00:32Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Arganodus Skin 1.jpeg|thumb|right|thumb|400px|border|''An Arganodus player.''&amp;lt;br&amp;gt;&lt;br /&gt;
=== Paleo Stats ===&lt;br /&gt;
'''Species:''' A. atlantis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Time Period:''' Early Triassic to Early Cretaceous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Length:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Aquatic&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Fish and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, Growth 1.0)===&lt;br /&gt;
'''Health:''' 225&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 120&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' Quick&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' Very High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&amp;lt;br&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arganodus Shrine.jpeg|right|thumb|400px|border|''The Arganodus' shrine, surrounded by gold coins and other valuables.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Arganodus Attack.jpeg|thumb|400px|border|''Arganodus' attack animation.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Arganodus Beached.jpeg|thumb|400px|border|''Arganodus beached on land. It flops on the ground when in this state.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Arganodus is one of the [[AI]] critters that spawn on Isla Titania. It primarily serves as a source of [[Food|food]] in aquatic habitats for [[Carnivorous Creatures|carnivores]] and [[Piscivorous Creatures|piscivores]]. On Isla Titania, most Arganodus can be found within the salt marsh. It drops a large, pale-colored [[Carcass|gore]] when killed and provides satiation. Unlike the small Chinlea [[fish]], Arganodus AI cannot be detected by [[Scent System|scent]] if the player character is not swimming.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into an Arganodus by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as an Arganodus with a random skin, have the ability to grow, and will have access to a talent tree similar. All AI characters, including the Arganodus, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the Arganodus requires both fish and red meat. It may develop a deficiency in its diet and become [[Status Effects|sick]] if it does not consume enough of a certain food item. Finding fish is not a problem for it, as it can reveal the location of fish from far away by holding down the scent key. It must occasionally return to the surface of the water to gulp [[air]] and restore its oxygen. Like all aquatic creatures, it can die from [[Beaching|beaching]] itself.&lt;br /&gt;
&lt;br /&gt;
== Abilities == &lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A quick [[Bite|bite]], inflicting damage and minor injury.&lt;br /&gt;
&lt;br /&gt;
* '''Dart'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** A burst of speed that allows the user to briefly rocket forwards, inflicting minor damage to any creature it comes into contact with during the duration of the charge. Can be used to struggle out of the grab of a [[Mosasaurus]], at the cost of self-inflicted damage and injury. Costs a large amount of [[Ability|ability power]] and [[Stamina|stamina]].&lt;br /&gt;
&lt;br /&gt;
* '''Aerial Ambush'''&lt;br /&gt;
** Default: Z ([[Special Abilities|Ability Key]])&lt;br /&gt;
** The Arganodus can grab flying creatures by holding the [[Special Abilities|ability key]] next to them. As the victim is held, [[Ability|Ability power]] will deplete (meaning you cannot hold them forever), and you are not able to attack the grabbed victim. However, you can drown the victim by dragging them deep underwater. You must first unlock this [[Talent tree|talent]] in order to utilize it.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* After the addition of the Arganodus, the smaller Chinlea fish AI no longer grant food satiation to piscivores.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Arganodus&amp;diff=4858</id>
		<title>Arganodus</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Arganodus&amp;diff=4858"/>
		<updated>2023-01-15T01:58:55Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Arganodus Skin 1.jpeg|thumb|right|thumb|400px|border|''An Arganodus player.''&amp;lt;br&amp;gt;&lt;br /&gt;
=== Paleo Stats ===&lt;br /&gt;
'''Species:''' A. atlantis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Time Period:''' Early Triassic to Early Cretaceous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Length:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Aquatic&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Fish and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, Growth 1.0)===&lt;br /&gt;
'''Health:''' 225&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 120&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' Quick&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' Very High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&amp;lt;br&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arganodus Shrine.jpeg|right|thumb|400px|border|''The Arganodus' shrine, surrounded by gold coins and other valuables.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Arganodus Attack.jpeg|thumb|400px|border|''Arganodus' attack animation.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Arganodus Beached.jpeg|thumb|400px|border|''Arganodus beached on land. It flops on the ground when in this state.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Arganodus is one of the [[AI]] critters that spawn on Isla Titania. It primarily serves as a source of [[Food|food]] in aquatic habitats for [[Carnivorous Creatures|carnivores]] and [[Piscivorous Creatures|piscivores]]. On Isla Titania, most Arganodus can be found within the salt marsh. It drops a large, pale-colored [[Carcass|gore]] when killed and provides satiation. Unlike the small Chinlea [[fish]], Arganodus AI cannot be detected by [[Scent System|scent]] if the player character is not swimming.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into an Arganodus by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as an Arganodus with a random skin, have the ability to grow, and will have access to a talent tree similar. All AI characters, including the Arganodus, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the Arganodus requires both fish and red meat. It may develop a deficiency in its diet if it does not consume enough of one of these food items. Finding fish is not a problem for it, as it can reveal the location of fish from far away by holding down the scent key. It must occasionally return to the surface of the water to gulp [[air]] and restore its oxygen. Like all aquatic creatures, it can die from [[Beaching|beaching]] itself.&lt;br /&gt;
&lt;br /&gt;
== Abilities == &lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A quick [[Bite|bite]], inflicting damage and minor injury.&lt;br /&gt;
&lt;br /&gt;
* '''Dart'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** A burst of speed that allows the user to briefly rocket forwards, inflicting minor damage to any creature it comes into contact with during the duration of the charge. Can be used to struggle out of the grab of a [[Mosasaurus]], at the cost of self-inflicted damage and injury. Costs a large amount of [[Ability|ability power]] and [[Stamina|stamina]].&lt;br /&gt;
&lt;br /&gt;
* '''Aerial Ambush'''&lt;br /&gt;
** Default: Z ([[Special Abilities|Ability Key]])&lt;br /&gt;
** The Arganodus can grab flying creatures by holding the [[Special Abilities|ability key]] next to them. As the victim is held, [[Ability|Ability power]] will deplete (meaning you cannot hold them forever), and you are not able to attack the grabbed victim. However, you can drown the victim by dragging them deep underwater. You must first unlock this [[Talent tree|talent]] in order to utilize it.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* After the addition of the Arganodus, the smaller Chinlea fish AI no longer grant food satiation to piscivores.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Horseshoe_Crab&amp;diff=4857</id>
		<title>Horseshoe Crab</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Horseshoe_Crab&amp;diff=4857"/>
		<updated>2023-01-15T01:58:41Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Horseshoe crab player.jpeg|thumb|right|thumb|400px|border|''A horseshoe crab player.''&lt;br /&gt;
&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Omnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Aquatic Plants and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, 1.0)===&lt;br /&gt;
'''Health:''' 120&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
[[File:Horseshoe Crab Shrine.jpeg|thumb|right|thumb|400px|border|''Close-up of the horseshoe crab shrine.'']]&lt;br /&gt;
[[File:Horseshoe crab shrine room.jpeg|thumb|right|thumb|400px|border|''The room that the horseshoe crab shrine is in.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The horseshoe crab is one of the [[AI]] critters that spawn on Isla Titania. It primarily serves as a source of [[Food|food]] along coastal habitats for small [[Piscivorous Creatures|piscivores]] and [[Carnivorous Creatures|carnivores]].&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into a horseshoe crab by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as a crab with a random skin and have the ability to grow and access to a [[Talent tree|talent tree]]. All AI characters, including the horseshoe crab, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the horseshoe crab is an omnivore that can eat seaweed, shellfish, anemones, and [[fish]]. Nearly all terrestrial plants seem to give it [[Status Effects|food poisoning]]. It is moderately quick on both land and in water, and it can jump as high as an [[Oryctodromeus|Ory]]. The horseshoe crab does not have any unique abilities.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** An attack that does very little damage.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Horseshoe crabs have no resting animation and thus do not have a way to more quickly restore their health, stamina, or ability power.&lt;br /&gt;
* They also have no vocalizations or attack animations.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Weather&amp;diff=4856</id>
		<title>Weather</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Weather&amp;diff=4856"/>
		<updated>2023-01-15T01:49:43Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weather Function ==&lt;br /&gt;
&lt;br /&gt;
A significant and antagonistic element of survival in Beasts of Bermuda is enduring the effects of storms. A development blog post was written on how storms are generated [https://beastsofbermuda.com/blog/post/procedural-weather/ here]. The weather generator in Beasts of Bermuda is capable of generating many different types of storms, with many different intensities and durations. The intensity of the storm along with its shape over time will dictate several different elements such as  rain, storm surges, wind, and lightning. Due to the way in which it is programmed, almost any storm is possible, but some variants are significantly less probable than others. Many weather events will not be intense enough to cause significant threat to survival, often generating gentle or moderate amounts of rain with little to no storm surge. Occasionally, however, a full-force hurricane will hit, presenting a very significant threat to survival.  &lt;br /&gt;
&lt;br /&gt;
The storm generator works essentially by throwing weighted dice every 36 seconds while the storm event is occurring. These dice dictate the storm's intensity profile, passing through four intervals of randomly determined duration. The tuning of the storm generator for creation in the UE4 engine was actually done using a MATLAB script with a wide array of parameters that determine many elements of the storm. A profile of a severe storm is shown on this wiki page, in which one can see all the different storm elements. Some of these elements are purely aesthetic, whereas others have gameplay repercussions.&lt;br /&gt;
&lt;br /&gt;
[[File:LargeStorm1.jpg|right|thumb|600px|border|MATLAB Generated Storm Simulation for Beasts of Bermuda]]&lt;br /&gt;
&lt;br /&gt;
The first stage of any generated storm is set up with a set of dice rolls that unanimously will increase the storm intensity. The amount of rolls is randomly determined. This ensures that no storm will peter out after only a few ticks of the storm clock, granting every storm a minimum threshold. Some storms will die immediately after this interval, causing weather events as short as 3 minutes.&lt;br /&gt;
&lt;br /&gt;
[[File:Stormsurge.png|right400px|border|thumb|An unlucky Apatosaurus is surrounded on all sides by water, staying on what little dry ground is left.]]&lt;br /&gt;
&lt;br /&gt;
In the second stage of the storm, the dice are biased towards increases in intensity but decreases are possible, thus allowing the moderately rare, super short storm to die here. As biased rolls of these dice accumulate, it is likely (but not guaranteed) that the storm will increase in intensity profile.  &lt;br /&gt;
&lt;br /&gt;
The third stage of the storm grants fair chance to the storm generator to increase or decrease in severity. In some instances, this may lead to continued increases in storm severity to ridiculous levels, often following suit with extreme storm surges that can flood significant sections of the game world. In other instances, the storm will die here, never making it to stage four. On average, the storm will stay relatively even in intensity profile. This stage of storm generation can vary in time duration from very brief, to rather long periods of time.&lt;br /&gt;
&lt;br /&gt;
The fourth stage of the storm is marked by inevitable death. The storm will die, as in this stage with each cast of the dice that dictate the storm intensity profile, the likelihood of the roll coming out positive is lower and lower. A storm can occasionally resist stage four storm killing for a while, but eventually will be brought down.&lt;br /&gt;
&lt;br /&gt;
It is also noteworthy to explain that the time duration between storms is randomly dictated. Storms can strike nearly back to back, or a significant amount of time can pass between two storms.&lt;br /&gt;
&lt;br /&gt;
During storms, players must seek [[shelter]] in order to prevent [[Comfort|comfort]] loss or damage from lightning and tornadoes. The [[Talent tree|Weather Resistance]] talent can help players mitigate comfort loss during storms, and at 3/3 points invested prevents death by lightning strike. Some types of creatures are, by default, more resistant to weather-induced comfort loss than others.&lt;br /&gt;
&lt;br /&gt;
See also: [[Natural Disasters]]&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Wind is one of the primary factors that dictates the loss of [[Comfort|comfort]] during a storm. The game keeps track of and updates a wind direction vector, which dictates the direction that rain drops and fog effects travel during a storm. Vegetation will also sway with the wind, sometimes violently during the most intense wind gusts. The size of ocean waves also increases with wind severity.&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
[[File:719890 screenshots 20180924081210 1.jpg|right|thumb|400px|border| A [[Pteranodon]] weathering an intense thunderstorm. ]]&lt;br /&gt;
&lt;br /&gt;
Rain is another primary factor that dictates [[Comfort|comfort]] loss during storms. Rain is also the primary influence on storm surge intensity. Stronger rainstorms will bring larger surges. Rain significantly increases the rate at which [[Freshwater Lakes|sources of freshwater]] replenish, so a rainstorm may be beneficial during times when freshwater is scarce.&lt;br /&gt;
&lt;br /&gt;
== Storm Surges ==&lt;br /&gt;
[[File:719890 screenshots 20181003103746 1.jpg|right|thumb|400px|border| An [[Apatosaurus]] trying to stay comfortable during a storm with two tornadoes in the background.]]&lt;br /&gt;
&lt;br /&gt;
One of the most frightening elements of stormy weather in Beasts of Bermuda is the storm surge. The [[Water|ocean]] can creep up the beach, over hills, and even up mountains as it comes looking for victims during a particularly intense storm. The rising water level poses significant threat to players in many different ways. First, being inundated by sea water will sharply drop the [[Comfort|comfort]] level of any [[Terrestrial Creatures|terrestrial creature]]. Rising water levels can also flush players out of [[Caves|caves and dens]] they may have taken refuge in, forcing them back out into the rain and further increasing risk of [[Death|death]] from stress. Storm surges also set the stage for predatory [[Aquatic Creatures|aquatic creatures]] such as the [[Mosasaurus]] to take full advantage of the situation.  &lt;br /&gt;
&lt;br /&gt;
It takes a severe storm for a noticeable storm surge to take place. Surges accumulate as the integration of the square of the rain intensity over time, so the more intense and longer the storm, the higher the surge will climb. Very intense storms can cause frighteningly high surges to occur. Surges decay over time as well.  The surge usually recedes along with the lightning of the storm, but some particularly extreme storm surges can outlast the storms that brought them.&lt;br /&gt;
&lt;br /&gt;
Storm surges will sometimes flood significant fractions of the map. Due to the method in which the weather generator was coded, any surge is theoretically possible, and surges beyond 30 meters have been seen in-game on very rare occasions.&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
&lt;br /&gt;
Another risk associated with storms is death due to lightning strike. When the storm exceeds a certain threshold of intensity, lightning bolts will begin to periodically spawn around the map. The more intense the storm, the more frequent the lightning will occur. Lightning has a chance to target and deliberately strike an [[Shelter|unsheltered]] player, so odds are if one decides to brave a particularly harsh storm, if [[Comfort|stress]] doesn't kill you first, the lightning will.  Creatures with [[Weather Resistance|weather resistance]] are less likely to be struck by lightning. The [[Apatosaurus]] is the only creature in-game that is capable of surviving a lightning strike. Lightning does not target [[Aquatic Creatures|aquatic creatures]], regardless of whether they're sheltered, unless they are [[Beaching|beached]].&lt;br /&gt;
&lt;br /&gt;
Lightning can also trigger wildfires, which are discussed below.&lt;br /&gt;
&lt;br /&gt;
== Fire ==&lt;br /&gt;
&lt;br /&gt;
Wildfires are an extremely dangerous weather event within the game. They spread quickly and can apply deadly [[Status Effects|debuffs]] to nearby creatures. Even just being right next to a fire can significantly injure the player, so fires should be avoided!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Fires are started in one of three ways:&lt;br /&gt;
* Dry lightning. This weather event can spawn very aggressive forest fires, but due to the rarity of dry lightning itself, this is fairly uncommon.&lt;br /&gt;
* Thunderstorms frequently spawn smaller, localized forest fires. However, rain dampens the speed and spread of the fires significantly.&lt;br /&gt;
* Long periods of time without rain will grant the chance for drought fires to spawn, which are very dangerous and spread rapidly.&lt;br /&gt;
&lt;br /&gt;
[[File:SmokeStack.jpg|right400px|border|thumb|A Tropeognathus noticing an active fire from Dry Lightning.]]&lt;br /&gt;
[[File:ActiveFire.jpg|right400px|border|thumb|A Tropeognathus watches as the fire scorches the area.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;When a fire spawns, its dangers do not immediately kick into effect. Rather, there is a 10-second grace period between spawn and activation, allowing players a window to escape should fire spawn in extremely close proximity to them.&lt;br /&gt;
&amp;lt;br&amp;gt;Fires produce columns of smoke, which - in most cases - can be seen across whatever map they may be present on. This allows players to locate and avoid fires from a considerable distance.&lt;br /&gt;
&amp;lt;br&amp;gt;Spawn points within or in close proximity to forest fires will not be usable, and when spawning as a creature, the user will be warned of fires in close proximity to the specific creature's spawn location.&lt;br /&gt;
&lt;br /&gt;
== Tornadoes == &lt;br /&gt;
&lt;br /&gt;
Tornadoes are sometimes generated during storms. They can pick up every type of creatures, with the exception of adult Apatosaurus, and chuck them across the map. Tornadoes will track and follow the nearest terrestrial creature. If the tracked creature dies, swims underwater, flies away, or rests under 100% shelter, the tornado will abandon the target and seek the next closest terrestrial creature. Tornadoes tend to track the largest concentration of unsheltered players on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Rexfog.png|right|thumb|400px|border|A [[Tyrannosaurus rex]] walking through a foggy forest at night.]]&lt;br /&gt;
&lt;br /&gt;
== Droughts ==&lt;br /&gt;
&lt;br /&gt;
Droughts are a future weather event the developers plan to add to the game. They will involve water levels going down substantially, forcing players to find dwindling pools of water to drink from.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Weather&amp;diff=4855</id>
		<title>Weather</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Weather&amp;diff=4855"/>
		<updated>2023-01-15T01:49:25Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weather Function ==&lt;br /&gt;
&lt;br /&gt;
A significant and antagonistic element of survival in Beasts of Bermuda is enduring the effects of storms. A development blog post was written on how storms are generated [https://beastsofbermuda.com/blog/post/procedural-weather/ here]. The weather generator in Beasts of Bermuda is capable of generating many different types of storms, with many different intensities and durations. The intensity of the storm along with its shape over time will dictate several different elements such as  rain, storm surges, wind, and lightning. Due to the way in which it is programmed, almost any storm is possible, but some variants are significantly less probable than others. Many weather events will not be intense enough to cause significant threat to survival, often generating gentle or moderate amounts of rain with little to no storm surge. Occasionally, however, a full-force hurricane will hit, presenting a very significant threat to survival.  &lt;br /&gt;
&lt;br /&gt;
The storm generator works essentially by throwing weighted dice every 36 seconds while the storm event is occurring. These dice dictate the storm's intensity profile, passing through four intervals of randomly determined duration. The tuning of the storm generator for creation in the UE4 engine was actually done using a MATLAB script with a wide array of parameters that determine many elements of the storm. A profile of a severe storm is shown on this wiki page, in which one can see all the different storm elements. Some of these elements are purely aesthetic, whereas others have gameplay repercussions.&lt;br /&gt;
&lt;br /&gt;
[[File:LargeStorm1.jpg|right|thumb|600px|border|MATLAB Generated Storm Simulation for Beasts of Bermuda]]&lt;br /&gt;
&lt;br /&gt;
The first stage of any generated storm is set up with a set of dice rolls that unanimously will increase the storm intensity. The amount of rolls is randomly determined. This ensures that no storm will peter out after only a few ticks of the storm clock, granting every storm a minimum threshold. Some storms will die immediately after this interval, causing weather events as short as 3 minutes.&lt;br /&gt;
&lt;br /&gt;
[[File:Stormsurge.png|right400px|border|thumb|An unlucky Apatosaurus is surrounded on all sides by water, staying on what little dry ground is left.]]&lt;br /&gt;
&lt;br /&gt;
In the second stage of the storm, the dice are biased towards increases in intensity but decreases are possible, thus allowing the moderately rare, super short storm to die here. As biased rolls of these dice accumulate, it is likely (but not guaranteed) that the storm will increase in intensity profile.  &lt;br /&gt;
&lt;br /&gt;
The third stage of the storm grants fair chance to the storm generator to increase or decrease in severity. In some instances, this may lead to continued increases in storm severity to ridiculous levels, often following suit with extreme storm surges that can flood significant sections of the game world. In other instances, the storm will die here, never making it to stage four. On average, the storm will stay relatively even in intensity profile. This stage of storm generation can vary in time duration from very brief, to rather long periods of time.&lt;br /&gt;
&lt;br /&gt;
The fourth stage of the storm is marked by inevitable death. The storm will die, as in this stage with each cast of the dice that dictate the storm intensity profile, the likelihood of the roll coming out positive is lower and lower. A storm can occasionally resist stage four storm killing for a while, but eventually will be brought down.&lt;br /&gt;
&lt;br /&gt;
It is also noteworthy to explain that the time duration between storms is randomly dictated. Storms can strike nearly back to back, or a significant amount of time can pass between two storms.&lt;br /&gt;
&lt;br /&gt;
During storms, players must seek [[shelter]] in order to prevent [[Comfort|comfort]] loss or damage from lightning and tornadoes. The [[Talent trees|Weather Resistance]] talent can help players mitigate comfort loss during storms, and at 3/3 points invested prevents death by lightning strike. Some types of creatures are, by default, more resistant to weather-induced comfort loss than others.&lt;br /&gt;
&lt;br /&gt;
See also: [[Natural Disasters]]&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Wind is one of the primary factors that dictates the loss of [[Comfort|comfort]] during a storm. The game keeps track of and updates a wind direction vector, which dictates the direction that rain drops and fog effects travel during a storm. Vegetation will also sway with the wind, sometimes violently during the most intense wind gusts. The size of ocean waves also increases with wind severity.&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
[[File:719890 screenshots 20180924081210 1.jpg|right|thumb|400px|border| A [[Pteranodon]] weathering an intense thunderstorm. ]]&lt;br /&gt;
&lt;br /&gt;
Rain is another primary factor that dictates [[Comfort|comfort]] loss during storms. Rain is also the primary influence on storm surge intensity. Stronger rainstorms will bring larger surges. Rain significantly increases the rate at which [[Freshwater Lakes|sources of freshwater]] replenish, so a rainstorm may be beneficial during times when freshwater is scarce.&lt;br /&gt;
&lt;br /&gt;
== Storm Surges ==&lt;br /&gt;
[[File:719890 screenshots 20181003103746 1.jpg|right|thumb|400px|border| An [[Apatosaurus]] trying to stay comfortable during a storm with two tornadoes in the background.]]&lt;br /&gt;
&lt;br /&gt;
One of the most frightening elements of stormy weather in Beasts of Bermuda is the storm surge. The [[Water|ocean]] can creep up the beach, over hills, and even up mountains as it comes looking for victims during a particularly intense storm. The rising water level poses significant threat to players in many different ways. First, being inundated by sea water will sharply drop the [[Comfort|comfort]] level of any [[Terrestrial Creatures|terrestrial creature]]. Rising water levels can also flush players out of [[Caves|caves and dens]] they may have taken refuge in, forcing them back out into the rain and further increasing risk of [[Death|death]] from stress. Storm surges also set the stage for predatory [[Aquatic Creatures|aquatic creatures]] such as the [[Mosasaurus]] to take full advantage of the situation.  &lt;br /&gt;
&lt;br /&gt;
It takes a severe storm for a noticeable storm surge to take place. Surges accumulate as the integration of the square of the rain intensity over time, so the more intense and longer the storm, the higher the surge will climb. Very intense storms can cause frighteningly high surges to occur. Surges decay over time as well.  The surge usually recedes along with the lightning of the storm, but some particularly extreme storm surges can outlast the storms that brought them.&lt;br /&gt;
&lt;br /&gt;
Storm surges will sometimes flood significant fractions of the map. Due to the method in which the weather generator was coded, any surge is theoretically possible, and surges beyond 30 meters have been seen in-game on very rare occasions.&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
&lt;br /&gt;
Another risk associated with storms is death due to lightning strike. When the storm exceeds a certain threshold of intensity, lightning bolts will begin to periodically spawn around the map. The more intense the storm, the more frequent the lightning will occur. Lightning has a chance to target and deliberately strike an [[Shelter|unsheltered]] player, so odds are if one decides to brave a particularly harsh storm, if [[Comfort|stress]] doesn't kill you first, the lightning will.  Creatures with [[Weather Resistance|weather resistance]] are less likely to be struck by lightning. The [[Apatosaurus]] is the only creature in-game that is capable of surviving a lightning strike. Lightning does not target [[Aquatic Creatures|aquatic creatures]], regardless of whether they're sheltered, unless they are [[Beaching|beached]].&lt;br /&gt;
&lt;br /&gt;
Lightning can also trigger wildfires, which are discussed below.&lt;br /&gt;
&lt;br /&gt;
== Fire ==&lt;br /&gt;
&lt;br /&gt;
Wildfires are an extremely dangerous weather event within the game. They spread quickly and can apply deadly [[Status Effects|debuffs]] to nearby creatures. Even just being right next to a fire can significantly injure the player, so fires should be avoided!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Fires are started in one of three ways:&lt;br /&gt;
* Dry lightning. This weather event can spawn very aggressive forest fires, but due to the rarity of dry lightning itself, this is fairly uncommon.&lt;br /&gt;
* Thunderstorms frequently spawn smaller, localized forest fires. However, rain dampens the speed and spread of the fires significantly.&lt;br /&gt;
* Long periods of time without rain will grant the chance for drought fires to spawn, which are very dangerous and spread rapidly.&lt;br /&gt;
&lt;br /&gt;
[[File:SmokeStack.jpg|right400px|border|thumb|A Tropeognathus noticing an active fire from Dry Lightning.]]&lt;br /&gt;
[[File:ActiveFire.jpg|right400px|border|thumb|A Tropeognathus watches as the fire scorches the area.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;When a fire spawns, its dangers do not immediately kick into effect. Rather, there is a 10-second grace period between spawn and activation, allowing players a window to escape should fire spawn in extremely close proximity to them.&lt;br /&gt;
&amp;lt;br&amp;gt;Fires produce columns of smoke, which - in most cases - can be seen across whatever map they may be present on. This allows players to locate and avoid fires from a considerable distance.&lt;br /&gt;
&amp;lt;br&amp;gt;Spawn points within or in close proximity to forest fires will not be usable, and when spawning as a creature, the user will be warned of fires in close proximity to the specific creature's spawn location.&lt;br /&gt;
&lt;br /&gt;
== Tornadoes == &lt;br /&gt;
&lt;br /&gt;
Tornadoes are sometimes generated during storms. They can pick up every type of creatures, with the exception of adult Apatosaurus, and chuck them across the map. Tornadoes will track and follow the nearest terrestrial creature. If the tracked creature dies, swims underwater, flies away, or rests under 100% shelter, the tornado will abandon the target and seek the next closest terrestrial creature. Tornadoes tend to track the largest concentration of unsheltered players on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Rexfog.png|right|thumb|400px|border|A [[Tyrannosaurus rex]] walking through a foggy forest at night.]]&lt;br /&gt;
&lt;br /&gt;
== Droughts ==&lt;br /&gt;
&lt;br /&gt;
Droughts are a future weather event the developers plan to add to the game. They will involve water levels going down substantially, forcing players to find dwindling pools of water to drink from.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=AI&amp;diff=4854</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=AI&amp;diff=4854"/>
		<updated>2023-01-15T01:47:33Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
AI stands for Artificial Intelligence. They are programmed to move on their own without being controlled by a player. The AI critters primarily function as [[Food|food]] sources for [[Carnivorous Creatures|carnivores]] and [[Piscivorous Creatures|piscivores]] to hunt. Additional AI may be added in the future.&lt;br /&gt;
&lt;br /&gt;
On the Isla Titania map, each of the AI critters can be possessed by interacting with secret shrines. Critters are randomly assigned a skin upon spawning in and have the ability to grow and access [[Talent tree|talent trees]] like the main creatures. Playable critters do not save and will disappear once the player logs out or dies. They also cannot be resurrected or reincarnated.&lt;br /&gt;
&lt;br /&gt;
=== List of AI currently in Beasts of Bermuda: ===&lt;br /&gt;
* [[Auroraceratops]]&lt;br /&gt;
* [[Arganodus]]&lt;br /&gt;
* [[Fish|Chinlea Fish]]&lt;br /&gt;
* [[Horseshoe Crab|Horseshoe Crabs]]&lt;br /&gt;
* [[Weather|Tornados]]&lt;br /&gt;
&lt;br /&gt;
Although they are not critters, Tornados count as AI. Once spawned, the tornado is programmed to track down the nearest terrestrial creature. If the tracked creature dies, swims underwater, flies away, or rests under 100% [[Shelter|shelter]], the tornado will abandon the target and seek the next closest terrestrial creature.&lt;br /&gt;
&lt;br /&gt;
=== Trivia ===&lt;br /&gt;
* AI Raptors once patrolled the beaches of certain maps and attacked players within a certain range. They can no longer be found on any map today.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=AI&amp;diff=4853</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=AI&amp;diff=4853"/>
		<updated>2023-01-15T01:21:55Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
AI stands for Artificial Intelligence. They are programmed to move on their own without being controlled by a player. The AI critters primarily function as [[Food|food]] sources for [[Carnivorous Creatures|carnivores]] and [[Piscivorous Creatures|piscivores]] to hunt. Additional AI may be added in the future.&lt;br /&gt;
&lt;br /&gt;
On the Isla Titania map, each of the AI critters can be possessed by interacting with secret shrines. Critters are randomly assigned a skin upon spawning in and have the ability to grow and access [[Talent tree|talent trees]] like the main creatures. Playable critters do not save and will disappear once the player logs out or dies. They also cannot be resurrected or reincarnated.&lt;br /&gt;
&lt;br /&gt;
=== List of AI currently in Beasts of Bermuda: ===&lt;br /&gt;
* [[Auroraceratops]]&lt;br /&gt;
* [[Arganodus]]&lt;br /&gt;
* [[Fish|Chinlea Fish]]&lt;br /&gt;
* [[Horseshoe Crab|Horseshoe Crabs]]&lt;br /&gt;
* [[Weather|Tornados]]&lt;br /&gt;
&lt;br /&gt;
Although they are not critters, Tornados count as AI. Once spawned, the tornado is programmed to to track down the nearest terrestrial creature. If the tracked creature dies, swims underwater, flies away, or rests under 100% [[Shelter|shelter]], the tornado will abandon the target and seek the next closest terrestrial creature.&lt;br /&gt;
&lt;br /&gt;
=== Trivia ===&lt;br /&gt;
* AI Raptors once patrolled the beaches of certain maps and attacked players within a certain range. They can no longer be found on any map today.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=AI&amp;diff=4852</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=AI&amp;diff=4852"/>
		<updated>2023-01-15T01:19:26Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
AI stands for Artificial Intelligence. They are programmed to move on their own without being controlled by a player. The AI critters primarily function as [[Food|food]] sources for [[Carnivorous Creatures|carnivores]] and [[Piscivorous Creatures|piscivores]] to hunt. Additional AI may be added in the future.&lt;br /&gt;
&lt;br /&gt;
On the Isla Titania map, each of the AI critters can be possessed by interacting with secret shrines. Critters are randomly assigned a skin upon spawning in and have the ability to grow and access [[Talent tree|talent trees]] like the main creatures. Playable critters do not save and will disappear once the player logs out or dies. They also cannot be resurrected or reincarnated.&lt;br /&gt;
&lt;br /&gt;
=== List of AI currently in Beasts of Bermuda: ===&lt;br /&gt;
* [[Auroraceratops]]&lt;br /&gt;
* [[Arganodus]]&lt;br /&gt;
* [[Fish|Chinlea Fish]]&lt;br /&gt;
* [[Horseshoe Crab|Horseshoe Crabs]]&lt;br /&gt;
* [[Natural Disasters|Tornados]]&lt;br /&gt;
&lt;br /&gt;
Although they are not critters, Tornados count as AI. Once spawned, the tornado is programmed to to track down the nearest terrestrial creature. If the tracked creature dies, swims underwater, flies away, or rests under 100% [[Shelter|shelter]], the tornado will abandon the target and seek the next closest terrestrial creature.&lt;br /&gt;
&lt;br /&gt;
=== Trivia ===&lt;br /&gt;
* AI Raptors once patrolled the beaches of certain maps and attacked players within a certain range. They can no longer be found on any map today.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Frog&amp;diff=4851</id>
		<title>Frog</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Frog&amp;diff=4851"/>
		<updated>2023-01-15T01:15:14Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Frog Idle in Water.jpeg|thumb|right|thumb|400px|border|''A frog floating in the swamp water.''&lt;br /&gt;
&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Omnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, 1.0)===&lt;br /&gt;
'''Health:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 190&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
[[File:Frog Shrine (Top of Shrine in Mud).jpeg|thumb|right|thumb|400px|border|''The top of the frog shrine, buried underneath mud.'']]&lt;br /&gt;
[[File:Frog Shrine (Below).jpeg|thumb|right|thumb|400px|border|''The frog shrine from below the surface of the mud.'']]&lt;br /&gt;
[[File:Frog Player Attack.jpeg|thumb|right|thumb|400px|border|''A frog's LMB attack.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Frogs are simple, easy to catch [[AI]] critters that provide about half the [[Food|food]] value of an [[Auroraceratops]]. They spawn in swampy habitats and around the majority of Isla Titania's water sources. Frogs croak at night and when it is raining.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into a frog by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as a frog with a random skin, have the ability to grow, and will have access to a [[Talent tree|talent tree]]. All AI characters, including the frog, cannot be saved and will be deleted upon logging out. &lt;br /&gt;
&lt;br /&gt;
The playable frog has a jump ability similar to that of the [[Velociraptor]] when holding RMB, and it can turn in place while crouched. Frogs deal a slight amount of venom damage with the LMB attack. Playable frogs are omnivores that can eat small plants and meat.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A  bite that deals a small amount of venom damage.&lt;br /&gt;
&lt;br /&gt;
* '''Jump'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** A chargeable jump that will send the frog leaping forward at great speeds, largely ignoring any carried weight. This ability is very stamina-expensive.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The frog is the first playable creature that can deal venom damage.&lt;br /&gt;
* Frogs have access to the Arboreal talent, but they are unable to climb.&lt;br /&gt;
* Frogs only have access to broadcast (1-call) and friendly (2-call) vocalizations.&lt;br /&gt;
* Frogs have no resting animation and thus do not have a way to more quickly restore their stamina, ability power or health.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4850</id>
		<title>Auroraceratops</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4850"/>
		<updated>2023-01-15T01:13:28Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Auroraceratops Idle.jpg|thumb|right|thumb|400px|border|''An in-game screenshot of an Auroraceratops player.''&lt;br /&gt;
=== Paleo Stats ===&lt;br /&gt;
'''Species:''' A. rugosus &amp;lt;br&amp;gt;&lt;br /&gt;
'''Time Period:''' Early Cretaceous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Length:''' 1.25 meters (4.1 feet)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 15.5 kilograms (34 pounds)&amp;lt;br&amp;gt;&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Pronunciation:''' Ah-roar-ra-cer-a-tops&amp;lt;br&amp;gt;&lt;br /&gt;
'''Category:''' Herbivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-Game Stats (Adult, 1.0) ===&lt;br /&gt;
'''Health:''' 60&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 158&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&amp;lt;br&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops Shrine.jpg|thumb|400px|border|''Auroraceratops' interactive shrine on Isla Titania.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops inside burrow.jpeg|right|thumb|400px|border|''An Auroraceratops inside its burrow.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Auroraceratops (also known as the Auro) is one of the [[AI]] critters that spawn on Isla Titania. It primarily serves as a source of [[Food|food]] in terrestrial habitats for small or medium-sized [[Carnivorous Creatures|carnivores]]. The AI has mediocre speed and frequently broadcasts calls to alert other creatures to its presence.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into an Auroraceratops by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as an Auro with a random skin, have the ability to grow, and will have access to a [[Talent tree|talent tree]] similar to that of the [[Oryctodromeus]]. All AI characters, including the Auroraceratops, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the Auro is a [[Herbivorous_Creatures|herbivore]] that feeds primarily on small plants, anthills, and tubers that it can dig up while [[Digging_Mechanic_and_Burrows|burrowing]]. It must also consume salt, or else it risks developing a diet deficiency and becoming [[Status Effects|sick]]. Like the [[Oryctodromeus|Ory]], the Auro has the ability to [[Digging_Mechanic_and_Burrows|burrow]] and create tunnel networks.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
* '''Peck''' &lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A peck attack that deals a small amount of damage.&lt;br /&gt;
&lt;br /&gt;
* '''Sand Attack'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** An attack that kicks sand up into your opponent’s eyes to blind them, disable their jump, and slow their sprint speed by 40% for the duration of the effect. This also disables [[flight]] for [[Flying Creatures|pterosaurs]]. &lt;br /&gt;
** This attack has a diminishing return, lasting 50% its normal duration on the second Sand Attack, and 25% its normal duration on the third. After three Sand Attacks in a row, the target is immune to the effect for 18 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Burrowing'''&lt;br /&gt;
** Default: Z&lt;br /&gt;
** Allows you to create a [[Digging_Mechanic_and_Burrows|burrow]] entrance. Burrow entrances cannot be created too close to [[Ocean|sea level]], too close to a [[Freshwater_Lakes|water source]], or in rocks/[[caves]]. You can dig out tunnel nodes by right clicking, and replace dirt by left clicking. By default, 1x1 burrows can only fit juvenile creatures, other Auroraceratops, [[Oryctodromeus]], and adult [[Velociraptor|Velociraptors]]. However, you can expand your burrows to fit larger adult creatures.&lt;br /&gt;
** While [[Digging_Mechanic_and_Burrows|burrowing]], you may dig up various edible items and decorations. You can even farm edible items, if you wish.&lt;br /&gt;
** Your tunnels can be connected with other Auros' entrances and tunnels, allowing for some extremely advanced [[Digging_Mechanic_and_Burrows|burrow]] structures.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] are entirely [[weather]]-proof, save for floods. If the water rises to meet your tunnels, you will be safely teleported to your most recently used burrow exit.&lt;br /&gt;
** Active [[Digging_Mechanic_and_Burrows|burrow]] entrances can be [[Scent_System|scented]] and identified by their small plumes of purple smoke. An active burrow is one that's been used within the last 8 minutes.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] will completely despawn after 72 hours of inactivity. To reset this timer, any Auro must dig out a tunnel node inside the burrow.&lt;br /&gt;
** If your tunnels are completely blocked off from any [[Digging_Mechanic_and_Burrows|burrow]] entrances, you will receive a massive [[Status Effects|comfort debuff]] (Stale Air) from the lack of oxygen circulation.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Auroraceratops does not have a sleeping animation, but it is still able to lay down to restore its health, stamina, and ability power.&lt;br /&gt;
* Auros do not have animations or sounds for the submissive (4-call) and distress (5-call) vocalizations.&lt;br /&gt;
* Auros have access to the Nest Raider talent, which allows them to more easily locate eggs, but it cannot eat broken eggs.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4849</id>
		<title>Auroraceratops</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4849"/>
		<updated>2023-01-15T01:12:58Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Auroraceratops Idle.jpg|thumb|right|thumb|400px|border|''An in-game screenshot of an Auroraceratops player.''&lt;br /&gt;
=== Paleo Stats ===&lt;br /&gt;
'''Species:''' A. rugosus &amp;lt;br&amp;gt;&lt;br /&gt;
'''Time Period:''' Early Cretaceous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Length:''' 1.25 meters (4.1 feet)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 15.5 kilograms (34 pounds)&amp;lt;br&amp;gt;&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Pronunciation:''' Ah-roar-ra-cer-a-tops&amp;lt;br&amp;gt;&lt;br /&gt;
'''Category:''' Herbivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-Game Stats (Adult, 1.0) ===&lt;br /&gt;
'''Health:''' 60&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 158&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&amp;lt;br&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops Shrine.jpg|thumb|400px|border|''Auroraceratops' interactive shrine on Isla Titania.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops inside burrow.jpeg|right|thumb|400px|border|''An Auroraceratops inside its burrow.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Auroraceratops (also known as an Auro) is one of the [[AI]] critters that spawn on Isla Titania. It primarily serves as a source of [[Food|food]] in terrestrial habitats for small or medium-sized [[Carnivorous Creatures|carnivores]]. The AI has mediocre speed and frequently broadcasts calls to alert other creatures to its presence.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into an Auroraceratops by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as an Auro with a random skin, have the ability to grow, and will have access to a [[Talent tree|talent tree]] similar to that of the [[Oryctodromeus]]. All AI characters, including the Auroraceratops, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the Auro is a [[Herbivorous_Creatures|herbivore]] that feeds primarily on small plants, anthills, and tubers that it can dig up while [[Digging_Mechanic_and_Burrows|burrowing]]. It must also consume salt, or else it risks developing a diet deficiency and becoming [[Status Effects|sick]]. Like the [[Oryctodromeus|Ory]], the Auro has the ability to [[Digging_Mechanic_and_Burrows|burrow]] and create tunnel networks.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
* '''Peck''' &lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A peck attack that deals a small amount of damage.&lt;br /&gt;
&lt;br /&gt;
* '''Sand Attack'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** An attack that kicks sand up into your opponent’s eyes to blind them, disable their jump, and slow their sprint speed by 40% for the duration of the effect. This also disables [[flight]] for [[Flying Creatures|pterosaurs]]. &lt;br /&gt;
** This attack has a diminishing return, lasting 50% its normal duration on the second Sand Attack, and 25% its normal duration on the third. After three Sand Attacks in a row, the target is immune to the effect for 18 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Burrowing'''&lt;br /&gt;
** Default: Z&lt;br /&gt;
** Allows you to create a [[Digging_Mechanic_and_Burrows|burrow]] entrance. Burrow entrances cannot be created too close to [[Ocean|sea level]], too close to a [[Freshwater_Lakes|water source]], or in rocks/[[caves]]. You can dig out tunnel nodes by right clicking, and replace dirt by left clicking. By default, 1x1 burrows can only fit juvenile creatures, other Auroraceratops, [[Oryctodromeus]], and adult [[Velociraptor|Velociraptors]]. However, you can expand your burrows to fit larger adult creatures.&lt;br /&gt;
** While [[Digging_Mechanic_and_Burrows|burrowing]], you may dig up various edible items and decorations. You can even farm edible items, if you wish.&lt;br /&gt;
** Your tunnels can be connected with other Auros' entrances and tunnels, allowing for some extremely advanced [[Digging_Mechanic_and_Burrows|burrow]] structures.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] are entirely [[weather]]-proof, save for floods. If the water rises to meet your tunnels, you will be safely teleported to your most recently used burrow exit.&lt;br /&gt;
** Active [[Digging_Mechanic_and_Burrows|burrow]] entrances can be [[Scent_System|scented]] and identified by their small plumes of purple smoke. An active burrow is one that's been used within the last 8 minutes.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] will completely despawn after 72 hours of inactivity. To reset this timer, any Auro must dig out a tunnel node inside the burrow.&lt;br /&gt;
** If your tunnels are completely blocked off from any [[Digging_Mechanic_and_Burrows|burrow]] entrances, you will receive a massive [[Status Effects|comfort debuff]] (Stale Air) from the lack of oxygen circulation.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Auroraceratops does not have a sleeping animation, but it is still able to lay down to restore its health, stamina, and ability power.&lt;br /&gt;
* Auros do not have animations or sounds for the submissive (4-call) and distress (5-call) vocalizations.&lt;br /&gt;
* Auros have access to the Nest Raider talent, which allows them to more easily locate eggs, but it cannot eat broken eggs.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Horseshoe_Crab&amp;diff=4848</id>
		<title>Horseshoe Crab</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Horseshoe_Crab&amp;diff=4848"/>
		<updated>2023-01-15T01:10:15Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Horseshoe crab player.jpeg|thumb|right|thumb|400px|border|''A horseshoe crab player.''&lt;br /&gt;
&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Omnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Aquatic Plants and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, 1.0)===&lt;br /&gt;
'''Health:''' 120&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
[[File:Horseshoe Crab Shrine.jpeg|thumb|right|thumb|400px|border|''Close-up of the horseshoe crab shrine.'']]&lt;br /&gt;
[[File:Horseshoe crab shrine room.jpeg|thumb|right|thumb|400px|border|''The room that the horseshoe crab shrine is in.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The horseshoe crab is one of the [[AI]] creatures that spawn on Isla Titania. It primarily serves as a source of [[Food|food]] along coastal habitats for small [[Piscivorous Creatures|piscivores]] and [[Carnivorous Creatures|carnivores]].&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into a horseshoe crab by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as a crab with a random skin and have the ability to grow and access to a [[Talent tree|talent tree]]. All AI characters, including the horseshoe crab, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the horseshoe crab is an omnivore that can eat seaweed, shellfish, anemones, and [[fish]]. Nearly all terrestrial plants seem to give it [[Status Effects|food poisoning]]. It is moderately quick on both land and in water, and it can jump as high as an [[Oryctodromeus|Ory]]. The horseshoe crab does not have any unique abilities.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** An attack that does very little damage.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Horseshoe crabs have no resting animation and thus do not have a way to more quickly restore their health, stamina, or ability power.&lt;br /&gt;
* They also have no vocalizations or attack animations.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Fish&amp;diff=4847</id>
		<title>Fish</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Fish&amp;diff=4847"/>
		<updated>2023-01-15T00:52:28Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:fish1.png|thumb|right|thumb|400px|border|''The current fish model, called Chinlea'']]&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Chinlea fish (hereafter just 'fish') are [[AI]] creatures that can be found aimlessly swimming in [[Water|water]]. They provide a small amount of [[Food|food]] to any [[Piscivorous_Creatures|piscivorous creature]] that bites them. Non-piscivorous creatures only receive half the food value gained from eating fish. Fish do not have any complex behaviors programmed, so they will not swim away from other creatures. Additionally, fish can be picked up.&lt;br /&gt;
&lt;br /&gt;
The [[Talents|Scavenger talent]] allows piscivores to gain more food and a small amount of satiation from fish.&lt;br /&gt;
&lt;br /&gt;
[[File:fish2.png|right|thumb|400px|border|a pile of fish in an [[Elasmosaurus|Elasmo]]'s mouth]]&lt;br /&gt;
[[File:PlayableFish.jpg|right|thumb|400px|border|The outdated fish model]]&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
Fish were once playable, but this feature has been removed as it was only a fun gimmick.&lt;br /&gt;
&lt;br /&gt;
Fish used to provide satiation to piscivores without requiring the Scavenger talent, but this was changed upon the release of the [[Arganodus]] critter AI.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Arganodus&amp;diff=4846</id>
		<title>Arganodus</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Arganodus&amp;diff=4846"/>
		<updated>2023-01-15T00:48:18Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: Created page with &amp;quot;File:Arganodus Skin 1.jpeg|thumb|right|thumb|400px|border|''An Arganodus player.''&amp;lt;br&amp;gt; === Paleo Stats === '''Species:''' A. atlantis&amp;lt;br&amp;gt; '''Time Period:''' Early Triassic t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Arganodus Skin 1.jpeg|thumb|right|thumb|400px|border|''An Arganodus player.''&amp;lt;br&amp;gt;&lt;br /&gt;
=== Paleo Stats ===&lt;br /&gt;
'''Species:''' A. atlantis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Time Period:''' Early Triassic to Early Cretaceous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Length:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Aquatic&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Fish and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, Growth 1.0)===&lt;br /&gt;
'''Health:''' 225&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 120&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' Quick&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' Very High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&amp;lt;br&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arganodus Shrine.jpeg|right|thumb|400px|border|''The Arganodus' shrine, surrounded by gold coins and other valuables.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Arganodus Attack.jpeg|thumb|400px|border|''Arganodus' attack animation.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Arganodus Beached.jpeg|thumb|400px|border|''Arganodus beached on land. It flops on the ground when in this state.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Arganodus is one of the [[AI]] creatures that spawn on Isla Titania. It primarily serves as a source of [[Food|food]] in aquatic habitats for [[Carnivorous Creatures|carnivores]] and [[Piscivorous Creatures|piscivores]]. On Isla Titania, most Arganodus can be found within the salt marsh. It drops a large, pale-colored [[Carcass|gore]] when killed and provides satiation. Unlike the small Chinlea [[fish]], Arganodus AI cannot be detected by [[Scent System|scent]] if the player character is not swimming.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into an Arganodus by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as an Arganodus with a random skin, have the ability to grow, and will have access to a talent tree similar. All AI characters, including the Arganodus, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the Arganodus requires both fish and red meat. It may develop a deficiency in its diet if it does not consume enough of one of these food items. Finding fish is not a problem for it, as it can reveal the location of fish from far away by holding down the scent key. It must occasionally return to the surface of the water to gulp [[air]] and restore its oxygen. Like all aquatic creatures, it can die from [[Beaching|beaching]] itself.&lt;br /&gt;
&lt;br /&gt;
== Abilities == &lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A quick [[Bite|bite]], inflicting damage and minor injury.&lt;br /&gt;
&lt;br /&gt;
* '''Dart'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** A burst of speed that allows the user to briefly rocket forwards, inflicting minor damage to any creature it comes into contact with during the duration of the charge. Can be used to struggle out of the grab of a [[Mosasaurus]], at the cost of self-inflicted damage and injury. Costs a large amount of [[Ability|ability power]] and [[Stamina|stamina]].&lt;br /&gt;
&lt;br /&gt;
* '''Aerial Ambush'''&lt;br /&gt;
** Default: Z ([[Special Abilities|Ability Key]])&lt;br /&gt;
** The Arganodus can grab flying creatures by holding the [[Special Abilities|ability key]] next to them. As the victim is held, [[Ability|Ability power]] will deplete (meaning you cannot hold them forever), and you are not able to attack the grabbed victim. However, you can drown the victim by dragging them deep underwater. You must first unlock this [[Talent tree|talent]] in order to utilize it.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* After the addition of the Arganodus, the smaller Chinlea fish AI no longer grant food satiation to piscivores.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=File:Arganodus_Beached.jpeg&amp;diff=4845</id>
		<title>File:Arganodus Beached.jpeg</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=File:Arganodus_Beached.jpeg&amp;diff=4845"/>
		<updated>2023-01-15T00:13:17Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=File:Arganodus_Skin_1.jpeg&amp;diff=4844</id>
		<title>File:Arganodus Skin 1.jpeg</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=File:Arganodus_Skin_1.jpeg&amp;diff=4844"/>
		<updated>2023-01-14T23:54:23Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=File:Arganodus_Attack.jpeg&amp;diff=4843</id>
		<title>File:Arganodus Attack.jpeg</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=File:Arganodus_Attack.jpeg&amp;diff=4843"/>
		<updated>2023-01-14T23:54:07Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=File:Arganodus_Shrine.jpeg&amp;diff=4842</id>
		<title>File:Arganodus Shrine.jpeg</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=File:Arganodus_Shrine.jpeg&amp;diff=4842"/>
		<updated>2023-01-14T23:53:47Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Horseshoe_Crab&amp;diff=4841</id>
		<title>Horseshoe Crab</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Horseshoe_Crab&amp;diff=4841"/>
		<updated>2023-01-14T22:25:45Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Horseshoe crab player.jpeg|thumb|right|thumb|400px|border|''A horseshoe crab player.''&lt;br /&gt;
&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Omnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Aquatic Plants and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, 1.0)===&lt;br /&gt;
'''Health:''' 120&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
[[File:Horseshoe Crab Shrine.jpeg|thumb|right|thumb|400px|border|''Close-up of the horseshoe crab shrine.'']]&lt;br /&gt;
[[File:Horseshoe crab shrine room.jpeg|thumb|right|thumb|400px|border|''The room that the horseshoe crab shrine is in.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The horseshoe crab is one of the four AI creatures that spawn on Isla Titania. It primarily serves as a source of food along coastal habitats for small piscivores and carnivores.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into a horseshoe crab by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as a crab with a random skin and have the ability to grow and access to a talent tree. All AI characters, including the horseshoe crab, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the horseshoe crab is an omnivore that can eat seaweed, shellfish, anemones, and fish. Nearly all terrestrial plants seem to give it food poisoning. It is moderately quick on both land and in water, and it can jump as high as an [[Oryctodromeus|Ory]]. The horseshoe crab does not have any unique abilities.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** An attack that does very little damage.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Horseshoe crabs have no resting animation and thus do not have a way to more quickly restore their health, stamina, or ability power.&lt;br /&gt;
* They also have no vocalizations or attack animations.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Horseshoe_Crab&amp;diff=4840</id>
		<title>Horseshoe Crab</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Horseshoe_Crab&amp;diff=4840"/>
		<updated>2023-01-14T22:25:09Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Horseshoe crab player.jpeg|thumb|right|thumb|400px|border|''A horseshoe crab player.''&lt;br /&gt;
&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Omnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Aquatic Plants and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, 1.0)===&lt;br /&gt;
'''Health:''' 120&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
[[File:Horseshoe Crab Shrine.jpeg|thumb|right|thumb|400px|border|''Close-up of the horseshoe crab shrine.'']]&lt;br /&gt;
[[File:Horseshoe crab shrine room.jpeg|thumb|right|thumb|400px|border|''The room that the horseshoe crab shrine is in.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The horseshoe crab is one of the four AI creatures that spawn on Isla Titania. It primarily serves as a source of food along coastal habitats for small or medium-sized piscivores and carnivores.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into a horseshoe crab by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as a crab with a random skin and have the ability to grow and access to a talent tree. All AI characters, including the horseshoe crab, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the horseshoe crab is an omnivore that can eat seaweed, shellfish, anemones, and fish. Nearly all terrestrial plants seem to give it food poisoning. It is moderately quick on both land and in water, and it can jump as high as an [[Oryctodromeus|Ory]]. The horseshoe crab does not have any unique abilities.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** An attack that does very little damage.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Horseshoe crabs have no resting animation and thus do not have a way to more quickly restore their health, stamina, or ability power.&lt;br /&gt;
* They also have no vocalizations or attack animations.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Horseshoe_Crab&amp;diff=4839</id>
		<title>Horseshoe Crab</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Horseshoe_Crab&amp;diff=4839"/>
		<updated>2023-01-14T22:24:55Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Horseshoe crab player.jpeg|thumb|right|thumb|400px|border|''A horseshoe crab player.''&lt;br /&gt;
&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Omnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Aquatic Plants and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, 1.0)===&lt;br /&gt;
'''Health:''' 120&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
[[File:Horseshoe Crab Shrine.jpeg|thumb|right|thumb|400px|border|''Close-up of the horseshoe crab shrine.'']]&lt;br /&gt;
[[File:Horseshoe crab shrine room.jpeg|thumb|right|thumb|400px|border|''The room that the horseshoe crab shrine is in.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The horseshoe crab is one of the four AI creatures that spawn on Isla Titania. It primarily serves as a source of food along coastal habitats for small or medium-sized piscivores and carnivores.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into a horseshoe crab by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as a crab with a random skin and have the ability to grow and access to a talent tree. All AI characters, including the horseshoe crab, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the horseshoe crab is an omnivore that can eat seaweed, shellfish, anemones, and fish. Nearly all terrestrial plants seem to give it food poisoning. It is moderately quick on both land and in water, and it can jump as high as an [[Oryctodromeus|Ory]]. The horseshoe crab does not have any unique abilities.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** An attack that does very little damage.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Horseshoe crabs have no resting animation and thus do not have a way to more quickly restore their health, stamina, or ability power.&lt;br /&gt;
* They also have no vocalizations or accompanying animations.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Horseshoe_Crab&amp;diff=4838</id>
		<title>Horseshoe Crab</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Horseshoe_Crab&amp;diff=4838"/>
		<updated>2023-01-14T22:23:19Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Horseshoe crab player.jpeg|thumb|right|thumb|400px|border|''A horseshoe crab player.''&lt;br /&gt;
&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Omnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Aquatic Plants and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, 1.0)===&lt;br /&gt;
'''Health:''' 120&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
[[File:Horseshoe Crab Shrine.jpeg|thumb|right|thumb|400px|border|''Close-up of the horseshoe crab shrine.'']]&lt;br /&gt;
[[File:Horseshoe crab shrine room.jpeg|thumb|right|thumb|400px|border|''The room that the horseshoe crab shrine is in.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The horseshoe crab is one of the four AI creatures that spawn on Isla Titania. It primarily serves as a source of food along coastal habitats for small or medium-sized piscivores and carnivores.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into a horseshoe crab by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as a crab with a random skin and have the ability to grow and access to a talent tree. All AI characters, including the horseshoe crab, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the horseshoe crab is an omnivore that can eat seaweed, shellfish, anemones, and fish. Nearly all terrestrial plants seem to give it food poisoning. It is moderately quick on both land and in water, and it can jump as high as an [[Oryctodromeus|Ory]]. The horseshoe crab does not have any unique abilities, vocalizations, or attack animations.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** An attack that does very little damage.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Horseshoe crabs have no resting animation and thus do not have a way to more quickly restore their health, stamina, or ability power.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Horseshoe_Crab&amp;diff=4837</id>
		<title>Horseshoe Crab</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Horseshoe_Crab&amp;diff=4837"/>
		<updated>2023-01-14T22:22:43Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: Created page with &amp;quot;File:Horseshoe crab player.jpeg|thumb|right|thumb|400px|border|''A horseshoe crab player.''  === Basic Information === '''Category:''' Omnivore&amp;lt;br&amp;gt; '''Diet:''' Aquatic Plant...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Horseshoe crab player.jpeg|thumb|right|thumb|400px|border|''A horseshoe crab player.''&lt;br /&gt;
&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Omnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Aquatic Plants and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, 1.0)===&lt;br /&gt;
'''Health:''' 120&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
[[File:Horseshoe Crab Shrine.jpeg|thumb|right|thumb|400px|border|''Close-up of the horseshoe crab shrine.'']]&lt;br /&gt;
[[File:Horseshoe crab shrine room.jpeg|thumb|right|thumb|400px|border|''The room that the horseshoe crab shrine is in.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The horseshoe crab is one of the four AI creatures that spawn on Isla Titania. It primarily serves as a source of food along coastal habitats for small or medium-sized piscivores and carnivores.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into a horseshoe crab by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as a crab with a random skin and have the ability to grow and access to a talent tree. All AI characters, including the horseshoe crab, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the horseshoe crab is an omnivore that can eat seaweed, shellfish, anemones, and fish. Nearly all terrestrial plants seem to give it food poisoning. It is moderately quick on both the land and in water, and it can jump as high as an [[Oryctodromeus|Ory]]. The horseshoe crab does not have any unique abilities, vocalizations, or attack animations.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** An attack that does very little damage.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Horseshoe crabs have no resting animation and thus do not have a way to more quickly restore their health, stamina, or ability power.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=File:Horseshoe_Crab_Shrine.jpeg&amp;diff=4836</id>
		<title>File:Horseshoe Crab Shrine.jpeg</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=File:Horseshoe_Crab_Shrine.jpeg&amp;diff=4836"/>
		<updated>2023-01-14T22:18:34Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=File:Horseshoe_crab_player.jpeg&amp;diff=4835</id>
		<title>File:Horseshoe crab player.jpeg</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=File:Horseshoe_crab_player.jpeg&amp;diff=4835"/>
		<updated>2023-01-14T22:15:33Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=File:Horseshoe_crab_shrine_room.jpeg&amp;diff=4834</id>
		<title>File:Horseshoe crab shrine room.jpeg</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=File:Horseshoe_crab_shrine_room.jpeg&amp;diff=4834"/>
		<updated>2023-01-14T22:14:47Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: Room with the horseshoe crab shrine in it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Room with the horseshoe crab shrine in it&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4833</id>
		<title>Auroraceratops</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4833"/>
		<updated>2023-01-14T21:22:00Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Auroraceratops Idle.jpg|thumb|right|thumb|400px|border|''An in-game screenshot of an Auroraceratops player.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paleo Stats ===&lt;br /&gt;
'''Species:''' A. rugosus &amp;lt;br&amp;gt;&lt;br /&gt;
'''Time Period:''' Early Cretaceous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Length:''' 1.25 meters (4.1 feet)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 15.5 kilograms (34 pounds)&amp;lt;br&amp;gt;&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Pronunciation:''' Ah-roar-ra-cer-a-tops&amp;lt;br&amp;gt;&lt;br /&gt;
'''Category:''' Herbivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-Game Stats (Adult, 1.0) ===&lt;br /&gt;
'''Health:''' 60&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 158&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&amp;lt;br&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops Shrine.jpg|thumb|400px|border|''Auroraceratops' interactive shrine on Isla Titania.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops inside burrow.jpeg|right|thumb|400px|border|''An Auroraceratops inside its burrow.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Auroraceratops (also known as an Auro) is one of the four AI creatures that spawn on Isla Titania. It primarily serves as a source of food in terrestrial habitats for small or medium-sized carnivores. The AI has mediocre speed and frequently broadcasts calls to alert other creatures to its presence.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into an Auroraceratops by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as an Auro with a random skin, have the ability to grow, and will have access to a talent tree similar to that of the [[Oryctodromeus]]. All AI characters, including the Auroraceratops, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the Auro is a [[Herbivorous_Creatures|herbivore]] that feeds primarily on small plants, anthills, and tubers that it can dig up while [[Digging_Mechanic_and_Burrows|burrowing]]. It must also consume salt, or else it risks developing a diet deficiency and becoming sick. Like the [[Oryctodromeus|Ory]], the Auro has the ability to [[Digging_Mechanic_and_Burrows|burrow]] and create tunnel networks.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
* '''Peck''' &lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A peck attack that deals a small amount of damage.&lt;br /&gt;
&lt;br /&gt;
* '''Sand Attack'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** An attack that kicks sand up into your opponent’s eyes to blind them, disable their jump, and slow their sprint speed by 40% for the duration of the effect. This also disables [[flight]] for [[Flying Creatures|pterosaurs]]. &lt;br /&gt;
** This attack has a diminishing return, lasting 50% its normal duration on the second Sand Attack, and 25% its normal duration on the third. After three Sand Attacks in a row, the target is immune to the effect for 18 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Burrowing'''&lt;br /&gt;
** Default: Z&lt;br /&gt;
** Allows you to create a [[Digging_Mechanic_and_Burrows|burrow]] entrance. Burrow entrances cannot be created too close to [[Ocean|sea level]], too close to a [[Freshwater_Lakes|water source]], or in rocks/[[caves]]. You can dig out tunnel nodes by right clicking, and replace dirt by left clicking. By default, 1x1 burrows can only fit juvenile creatures, other Auroraceratops, [[Oryctodromeus]], and adult [[Velociraptor|Velociraptors]]. However, you can expand your burrows to fit larger adult creatures.&lt;br /&gt;
** While [[Digging_Mechanic_and_Burrows|burrowing]], you may dig up various edible items and decorations. You can even farm edible items, if you wish.&lt;br /&gt;
** Your tunnels can be connected with other Auros' entrances and tunnels, allowing for some extremely advanced [[Digging_Mechanic_and_Burrows|burrow]] structures.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] are entirely [[weather]]-proof, save for floods. If the water rises to meet your tunnels, you will be safely teleported to your most recently used burrow exit.&lt;br /&gt;
** Active [[Digging_Mechanic_and_Burrows|burrow]] entrances can be [[Scent_System|scented]] and identified by their small plumes of purple smoke. An active burrow is one that's been used within the last 8 minutes.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] will completely despawn after 72 hours of inactivity. To reset this timer, any Auro must dig out a tunnel node inside the burrow.&lt;br /&gt;
** If your tunnels are completely blocked off from any [[Digging_Mechanic_and_Burrows|burrow]] entrances, you will receive a massive [[Status Effects|comfort debuff]] (Stale Air) from the lack of oxygen circulation.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Auroraceratops does not have a sleeping animation, but it is still able to lay down to restore its health, stamina, and ability power.&lt;br /&gt;
* Auros do not have animations or sounds for the submissive (4-call) and distress (5-call) vocalizations.&lt;br /&gt;
* Auros have access to the Nest Raider talent, which allows them to more easily locate eggs, but it cannot eat broken eggs.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4832</id>
		<title>Auroraceratops</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4832"/>
		<updated>2023-01-14T21:20:56Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Auroraceratops Idle.jpg|thumb|right|thumb|400px|border|''An in-game screenshot of an Auroraceratops player.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paleo Stats ===&lt;br /&gt;
'''Species:''' A. rugosus &amp;lt;br&amp;gt;&lt;br /&gt;
'''Time Period:''' Early Cretaceous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Length:''' 1.25 meters (4.1 feet)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 15.5 kilograms (34 pounds)&amp;lt;br&amp;gt;&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Pronunciation:''' Ah-roar-ra-cer-a-tops&amp;lt;br&amp;gt;&lt;br /&gt;
'''Category:''' Herbivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-Game Stats (Adult, 1.0) ===&lt;br /&gt;
'''Health:''' 60&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 158&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&amp;lt;br&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops Shrine.jpg|thumb|400px|border|''Auroraceratops' interactive shrine on Isla Titania.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops inside burrow.jpeg|right|thumb|400px|border|''An Auroraceratops inside its burrow.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Auroraceratops (also known as an Auro) is one of the four AI creatures that spawn on Isla Titania. It primarily serves as a source of food in terrestrial habitats for small or medium-sized carnivores. The AI has mediocre speed and frequently broadcasts calls to alert other creatures to its presence.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into an Auroraceratops by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as an Auro with a random skin, have the ability to grow, and will have access to a talent tree similar to that of the [[Oryctodromeus]]. All AI characters, including the Auroraceratops, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the Auro is a [[Herbivorous_Creatures|herbivore]] that feeds primarily on small plants, anthills, and tubers that it can dig up while [[Digging_Mechanic_and_Burrows|burrowing]]. It must also consume salt, or else it risks developing a diet deficiency and becoming sick. Like the [[Oryctodromeus|Ory]], the Auro has the ability to [[Digging_Mechanic_and_Burrows|burrow]] and create tunnel networks.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
* '''Peck''' &lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A peck attack that deals a small amount of damage.&lt;br /&gt;
&lt;br /&gt;
* '''Sand Attack'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** An attack that kicks sand up into your opponent’s eyes to blind them, disable their jump, and slow their sprint speed by 40% for the duration of the effect. This also disables [[flight]] for [[Flying Creatures|pterosaurs]]. &lt;br /&gt;
** This attack has a diminishing return, lasting 50% its normal duration on the second Sand Attack, and 25% its normal duration on the third. After three Sand Attacks in a row, the target is immune to the effect for 18 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Burrowing'''&lt;br /&gt;
** Default: Z&lt;br /&gt;
** Allows you to create a [[Digging_Mechanic_and_Burrows|burrow]] entrance. Burrow entrances cannot be created too close to [[Ocean|sea level]], too close to a [[Freshwater_Lakes|water source]], or in rocks/[[caves]]. You can dig out tunnel nodes by right clicking, and replace dirt by left clicking. By default, 1x1 burrows can only fit juvenile creatures, other Auroraceratops, [[Oryctodromeus]], and adult [[Velociraptor|Velociraptors]]. However, you can expand your burrows to fit larger adult creatures.&lt;br /&gt;
** While [[Digging_Mechanic_and_Burrows|burrowing]], you may dig up various edible items and decorations. You can even farm edible items, if you wish.&lt;br /&gt;
** Your tunnels can be connected with other Auros' entrances and tunnels, allowing for some extremely advanced [[Digging_Mechanic_and_Burrows|burrow]] structures.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] are entirely [[weather]]-proof, save for floods. If the water rises to meet your tunnels, you will be safely teleported to your most recently used burrow exit.&lt;br /&gt;
** Active [[Digging_Mechanic_and_Burrows|burrow]] entrances can be [[Scent_System|scented]] and identified by their small plumes of purple smoke. An active burrow is one that's been used within the last 8 minutes.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] will completely despawn after 72 hours of inactivity. To reset this timer, any Auro must dig out a tunnel node inside the burrow.&lt;br /&gt;
** If your tunnels are completely blocked off from any [[Digging_Mechanic_and_Burrows|burrow]] entrances, you will receive a massive [[Status Effects|comfort debuff]] (Stale Air) from the lack of oxygen circulation.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Auroraceratops does not have a sleeping animation, but it is still able to lay down to more quickly regenerate its health, stamina, and ability power.&lt;br /&gt;
* Auros do not have animations or sounds for the submissive (4-call) and distress (5-call) vocalizations.&lt;br /&gt;
* Auros have access to the Nest Raider talent, which allows them to more easily locate eggs, but it cannot eat broken eggs.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Frog&amp;diff=4831</id>
		<title>Frog</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Frog&amp;diff=4831"/>
		<updated>2023-01-14T21:15:34Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Frog Idle in Water.jpeg|thumb|right|thumb|400px|border|''A frog floating in the swamp water.''&lt;br /&gt;
&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Omnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, 1.0)===&lt;br /&gt;
'''Health:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 190&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
[[File:Frog Shrine (Top of Shrine in Mud).jpeg|thumb|right|thumb|400px|border|''The top of the frog shrine, buried underneath mud.'']]&lt;br /&gt;
[[File:Frog Shrine (Below).jpeg|thumb|right|thumb|400px|border|''The frog shrine from below the surface of the mud.'']]&lt;br /&gt;
[[File:Frog Player Attack.jpeg|thumb|right|thumb|400px|border|''A frog's LMB attack.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Frogs are simple, easy to catch AI critters that provide about half the food value of an [[Auroraceratops]]. They spawn in swampy habitats and around the majority of Isla Titania's water sources. Frogs croak at night and when it is raining.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into a frog by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as a frog with a random skin, have the ability to grow, and will have access to a talent tree. All AI characters, including the frog, cannot be saved and will be deleted upon logging out. &lt;br /&gt;
&lt;br /&gt;
The playable frog has a jump ability similar to that of the [[Velociraptor]] when holding RMB, and it can turn in place while crouched. Frogs deal a slight amount of venom damage with the LMB attack. Playable frogs are omnivores that can eat small plants and meat.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A  bite that deals a small amount of venom damage.&lt;br /&gt;
&lt;br /&gt;
* '''Jump'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** A chargeable jump that will send the frog leaping forward at great speeds, largely ignoring any carried weight. This ability is very stamina-expensive.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The frog is the first playable creature that can deal venom damage.&lt;br /&gt;
* Frogs have access to the Arboreal talent, but they are unable to climb.&lt;br /&gt;
* Frogs only have access to broadcast (1-call) and friendly (2-call) vocalizations.&lt;br /&gt;
* Frogs have no resting animation and thus do not have a way to more quickly restore their stamina, ability power or health.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Frog&amp;diff=4830</id>
		<title>Frog</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Frog&amp;diff=4830"/>
		<updated>2023-01-14T21:15:17Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Frog Idle in Water.jpeg|thumb|right|thumb|400px|border|''A frog floating in the swamp water.''&lt;br /&gt;
&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Omnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, 1.0)===&lt;br /&gt;
'''Health:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 190&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
[[File:Frog Shrine (Top of Shrine in Mud).jpeg|thumb|right|thumb|400px|border|''The top of the frog shrine, buried underneath mud.'']]&lt;br /&gt;
[[File:Frog Shrine (Below).jpeg|thumb|right|thumb|400px|border|''The frog shrine from below the surface of the mud.'']]&lt;br /&gt;
[[File:Frog Player Attack.jpeg|thumb|right|thumb|400px|border|''A frog's LMB attack.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Frogs are simple, easy to catch AI critters that provide about half the food value of an [[Auroraceratops]]. They spawn in swampy habitats and around the majority of Isla Titania's water sources. Frogs croak at night and when it is raining.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into a frog by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as a frog with a random skin, have the ability to grow, and will have access to a talent tree. All AI characters, including the frog, cannot be saved and will be deleted upon logging out. &lt;br /&gt;
&lt;br /&gt;
The playable frog has a jump ability similar to that of the [[Velociraptor]] when holding RMB, and it can turn in place while crouched. Frogs deal a slight amount of venom damage with the LMB attack. Playable frogs are omnivores that can eat small plants and meat.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A  bite that deals a small amount of venom damage.&lt;br /&gt;
&lt;br /&gt;
* '''Jump'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** A chargeable jump that will send the frog leaping forward at great speeds, largely ignoring any carried weight. This ability is very stamina-expensive.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The frog is the first playable creature that can deal venom damage.&lt;br /&gt;
* Frogs have access to the Arboreal talent, but they are unable to climb.&lt;br /&gt;
* Frogs have no resting animation and thus do not have a way to more quickly restore their stamina, ability power or health.&lt;br /&gt;
* Frogs only have access to broadcast (1-call) and friendly (2-call) vocalizations.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Frog&amp;diff=4829</id>
		<title>Frog</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Frog&amp;diff=4829"/>
		<updated>2023-01-14T21:13:37Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Frog Idle in Water.jpeg|thumb|right|thumb|400px|border|''A frog floating in the swamp water.''&lt;br /&gt;
&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Omnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, 1.0)===&lt;br /&gt;
'''Health:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 190&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
[[File:Frog Shrine (Top of Shrine in Mud).jpeg|thumb|right|thumb|400px|border|''The top of the frog shrine, buried underneath mud.'']]&lt;br /&gt;
[[File:Frog Shrine (Below).jpeg|thumb|right|thumb|400px|border|''The frog shrine from below the surface of the mud.'']]&lt;br /&gt;
[[File:Frog Player Attack.jpeg|thumb|right|thumb|400px|border|''A frog's LMB attack.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Frogs are simple, easy to catch AI critters that provide about half the food value of an [[Auroraceratops]]. They spawn in swampy habitats and around the majority of Isla Titania's water sources. Frogs croak at night and when it is raining.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into a frog by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as a frog with a random skin, have the ability to grow, and will have access to a talent tree. All AI characters, including the frog, cannot be saved and will be deleted upon logging out. &lt;br /&gt;
&lt;br /&gt;
The playable frog has a jump ability similar to that of the [[Velociraptor]] when holding RMB, and it can turn in place while crouched. Frogs deal a slight amount of venom damage with the LMB attack. Playable frogs are omnivores that can eat small plants and meat.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A  bite that deals a small amount of venom damage.&lt;br /&gt;
&lt;br /&gt;
* '''Jump'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** A chargeable jump that will send the frog leaping forward at great speeds, largely ignoring any carried weight. This ability is very stamina-expensive.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The frog is the first playable creature that can deal venom damage.&lt;br /&gt;
* Frogs have access to the Arboreal talent, but they are unable to climb.&lt;br /&gt;
* Frogs have no resting animation and cannot rest.&lt;br /&gt;
* Frogs only have access to broadcast (1-call) and friendly (2-call) vocalizations.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Frog&amp;diff=4828</id>
		<title>Frog</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Frog&amp;diff=4828"/>
		<updated>2023-01-14T21:10:13Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Frog Idle in Water.jpeg|thumb|right|thumb|400px|border|''A frog floating in the swamp water.''&lt;br /&gt;
&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Omnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, 1.0)===&lt;br /&gt;
'''Health:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 190&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
[[File:Frog Shrine (Top of Shrine in Mud).jpeg|thumb|right|thumb|400px|border|''The top of the frog shrine, buried underneath mud.'']]&lt;br /&gt;
[[File:Frog Shrine (Below).jpeg|thumb|right|thumb|400px|border|''The frog shrine from below the surface of the mud.'']]&lt;br /&gt;
[[File:Frog Player Attack.jpeg|thumb|right|thumb|400px|border|''A frog's LMB attack.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Frogs are simple, easy to catch AI critters that provide about half the food value of an [[Auroraceratops]]. They spawn in swampy habitats and around the majority of Isla Titania's water sources. Frogs croak at night and when it is raining.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into a frog by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as a frog with a random skin, have the ability to grow, and will have access to a talent tree. All AI characters, including the frog, cannot be saved and will be deleted upon logging out. &lt;br /&gt;
&lt;br /&gt;
The playable frog has a jump ability similar to that of the [[Velociraptor]] when holding RMB, and it can turn in place while crouched. Frogs deal a slight amount of venom damage with the LMB attack. Playable frogs are omnivores that can eat small plants and meat.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A  bite that deals a small amount of venom damage.&lt;br /&gt;
&lt;br /&gt;
* '''Jump'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** A chargeable jump that will send the frog leaping forward at great speeds, largely ignoring any carried weight. This ability is very stamina-expensive.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The frog is the first playable creature that can deal venom damage.&lt;br /&gt;
* Frogs have access to the Arboreal talent, but they are unable to climb.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Frog&amp;diff=4827</id>
		<title>Frog</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Frog&amp;diff=4827"/>
		<updated>2023-01-14T21:06:48Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: Created page with &amp;quot;File:Frog Idle in Water.jpeg|thumb|right|thumb|400px|border|''A frog floating in the swamp water.''  === Basic Information === '''Category:''' Omnivore&amp;lt;br&amp;gt; '''Diet:''' Plant...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Frog Idle in Water.jpeg|thumb|right|thumb|400px|border|''A frog floating in the swamp water.''&lt;br /&gt;
&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Category:''' Omnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants and Meat&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-game Stats (Adult, 1.0)===&lt;br /&gt;
'''Health:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 190&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
[[File:Frog Shrine (Top of Shrine in Mud).jpeg|thumb|right|thumb|400px|border|''The top of the frog shrine, buried underneath mud.'']]&lt;br /&gt;
[[File:Frog Shrine (Below).jpeg|thumb|right|thumb|400px|border|''The frog shrine from below the surface of the mud.'']]&lt;br /&gt;
[[File:Frog Player Attack.jpeg|thumb|right|thumb|400px|border|''A frog's LMB attack.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Frogs are simple, easy to catch AI critters that provide about half the food value of an [[Auroraceratops]]. They spawn in swampy habitats and around the majority of Isla Titania's water sources. Frogs croak at night and when it is raining.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into a frog by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as a frog with a random skin, have the ability to grow, and will have access to a talent tree. All AI characters, including the frog, cannot be saved and will be deleted upon logging out. &lt;br /&gt;
&lt;br /&gt;
The playable frog has a jump ability similar to that of the [[Velociraptor]] when holding RMB, and it can turn in place while crouched. Frogs deal a slight amount of venom damage with the LMB attack.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
* '''Bite'''&lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A  bite that deals a small amount of venom damage.&lt;br /&gt;
&lt;br /&gt;
* '''Jump'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** A chargeable jump that will send the frog leaping forward at great speeds, largely ignoring any carried weight. This ability is very stamina-expensive.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The frog is the first playable creature that can deal venom damage.&lt;br /&gt;
* Frogs have access to the Arboreal talent, but they are unable to climb.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=File:Frog_Idle_in_Water.jpeg&amp;diff=4826</id>
		<title>File:Frog Idle in Water.jpeg</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=File:Frog_Idle_in_Water.jpeg&amp;diff=4826"/>
		<updated>2023-01-14T20:39:09Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: Floating in the water&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Floating in the water&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=File:Frog_Player_Attack.jpeg&amp;diff=4825</id>
		<title>File:Frog Player Attack.jpeg</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=File:Frog_Player_Attack.jpeg&amp;diff=4825"/>
		<updated>2023-01-14T20:38:46Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: Frog attack animation upon pressing LMB.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Frog attack animation upon pressing LMB.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=File:Frog_Shrine_(Below).jpeg&amp;diff=4824</id>
		<title>File:Frog Shrine (Below).jpeg</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=File:Frog_Shrine_(Below).jpeg&amp;diff=4824"/>
		<updated>2023-01-14T20:37:36Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: Frog shrine underneath the mud that covers it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Frog shrine underneath the mud that covers it.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=File:Frog_Shrine_(Top_of_Shrine_in_Mud).jpeg&amp;diff=4823</id>
		<title>File:Frog Shrine (Top of Shrine in Mud).jpeg</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=File:Frog_Shrine_(Top_of_Shrine_in_Mud).jpeg&amp;diff=4823"/>
		<updated>2023-01-14T20:37:04Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: Top of the frog shrine hidden in the Isla Titania swamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Top of the frog shrine hidden in the Isla Titania swamp&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4822</id>
		<title>Auroraceratops</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4822"/>
		<updated>2023-01-14T20:33:47Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Auroraceratops Idle.jpg|thumb|right|thumb|400px|border|''An in-game screenshot of an Auroraceratops player.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paleo Stats ===&lt;br /&gt;
'''Species:''' A. rugosus &amp;lt;br&amp;gt;&lt;br /&gt;
'''Time Period:''' Early Cretaceous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Length:''' 1.25 meters (4.1 feet)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 15.5 kilograms (34 pounds)&amp;lt;br&amp;gt;&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Pronunciation:''' Ah-roar-ra-cer-a-tops&amp;lt;br&amp;gt;&lt;br /&gt;
'''Category:''' Herbivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-Game Stats (Adult, 1.0) ===&lt;br /&gt;
'''Health:''' 60&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 158&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&amp;lt;br&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops Shrine.jpg|thumb|400px|border|''Auroraceratops' interactive shrine on Isla Titania.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops inside burrow.jpeg|right|thumb|400px|border|''An Auroraceratops inside its burrow.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Auroraceratops (also known as an Auro) is one of the four AI creatures that spawn on Isla Titania. It primarily serves as a source of food in terrestrial habitats for small or medium-sized carnivores. The AI has mediocre speed and frequently broadcasts calls to alert other creatures to its presence.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into an Auroraceratops by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as an Auro with a random skin, have the ability to grow, and will have access to a talent tree similar to that of the [[Oryctodromeus]]. All AI characters, including the Auroraceratops, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the Auro is a [[Herbivorous_Creatures|herbivore]] that feeds primarily on small plants, anthills, and tubers that it can dig up while [[Digging_Mechanic_and_Burrows|burrowing]]. It must also consume salt, or else it risks developing a diet deficiency and becoming sick. Like the [[Oryctodromeus|Ory]], the Auro has the ability to [[Digging_Mechanic_and_Burrows|burrow]] and create tunnel networks.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
* '''Peck''' &lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A peck attack that deals a small amount of damage.&lt;br /&gt;
&lt;br /&gt;
* '''Sand Attack'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** An attack that kicks sand up into your opponent’s eyes to blind them, disable their jump, and slow their sprint speed by 40% for the duration of the effect. This also disables [[flight]] for [[Flying Creatures|pterosaurs]]. &lt;br /&gt;
** This attack has a diminishing return, lasting 50% its normal duration on the second Sand Attack, and 25% its normal duration on the third. After three Sand Attacks in a row, the target is immune to the effect for 18 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Burrowing'''&lt;br /&gt;
** Default: Z&lt;br /&gt;
** Allows you to create a [[Digging_Mechanic_and_Burrows|burrow]] entrance. Burrow entrances cannot be created too close to [[Ocean|sea level]], too close to a [[Freshwater_Lakes|water source]], or in rocks/[[caves]]. You can dig out tunnel nodes by right clicking, and replace dirt by left clicking. By default, 1x1 burrows can only fit juvenile creatures, other Auroraceratops, [[Oryctodromeus]], and adult [[Velociraptor|Velociraptors]]. However, you can expand your burrows to fit larger adult creatures.&lt;br /&gt;
** While [[Digging_Mechanic_and_Burrows|burrowing]], you may dig up various edible items and decorations. You can even farm edible items, if you wish.&lt;br /&gt;
** Your tunnels can be connected with other Auros' entrances and tunnels, allowing for some extremely advanced [[Digging_Mechanic_and_Burrows|burrow]] structures.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] are entirely [[weather]]-proof, save for floods. If the water rises to meet your tunnels, you will be safely teleported to your most recently used burrow exit.&lt;br /&gt;
** Active [[Digging_Mechanic_and_Burrows|burrow]] entrances can be [[Scent_System|scented]] and identified by their small plumes of purple smoke. An active burrow is one that's been used within the last 8 minutes.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] will completely despawn after 72 hours of inactivity. To reset this timer, any Auro must dig out a tunnel node inside the burrow.&lt;br /&gt;
** If your tunnels are completely blocked off from any [[Digging_Mechanic_and_Burrows|burrow]] entrances, you will receive a massive [[Status Effects|comfort debuff]] (Stale Air) from the lack of oxygen circulation.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
At this time, the Auroraceratops does not have a sleeping animation, a submissive (4-call) animation, nor a distress (5-call) animation. It is also missing sounds for the submissive and distress calls.&lt;br /&gt;
&lt;br /&gt;
Auroraceratops has access to the Nest Raider talent, which allows them to more easily locate eggs, but it cannot eat broken eggs.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4821</id>
		<title>Auroraceratops</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4821"/>
		<updated>2023-01-14T20:33:23Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Auroraceratops Idle.jpg|thumb|right|thumb|400px|border|''An in-game screenshot of an Auroraceratops player.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paleo Stats ===&lt;br /&gt;
'''Species:''' A. rugosus &amp;lt;br&amp;gt;&lt;br /&gt;
'''Time Period:''' Early Cretaceous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Length:''' 1.25 meters (4.1 feet)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 15.5 kilograms (34 pounds)&amp;lt;br&amp;gt;&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Pronunciation:''' Ah-roar-ra-cer-a-tops&amp;lt;br&amp;gt;&lt;br /&gt;
'''Category:''' Herbivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-Game Stats (Adult, 1.0) ===&lt;br /&gt;
'''Health:''' 60&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 158&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&amp;lt;br&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops Shrine.jpg|thumb|400px|border|''Auroraceratops' interactive shrine on Isla Titania.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops inside burrow.jpeg|right|thumb|400px|border|''An Auroraceratops inside its burrow.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Auroraceratops (also known as an Auro) is one of the four AI creatures that spawn on Isla Titania. It primarily serves as a source of food in terrestrial habitats for small or medium-sized carnivores. The AI has mediocre speed and frequently broadcasts calls to alert other creatures to its presence.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into an Auroraceratops by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as an Auro with a random skin, have the ability to grow, and will have access to a talent tree similar to that of the [[Oryctodromeus]]. All AI characters, including the Auroraceratops, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the Auro is a [[Herbivorous_Creatures|herbivore]] that feeds primarily on small plants, anthills, and tubers that it can dig up while [[Digging_Mechanic_and_Burrows|burrowing]]. It must also consume salt, or else it risks developing a diet deficiency and becoming sick. Like the [[Oryctodromeus|Ory]], the Auro has the ability to [[Digging_Mechanic_and_Burrows|burrow]] and create tunnel networks.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
* '''Peck''' &lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A peck attack that deals a small amount of damage.&lt;br /&gt;
&lt;br /&gt;
* '''Sand Attack'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** An attack that kicks sand up into your opponent’s eyes to blind them, disable their jump, and slow their sprint speed by 40% for the duration of the effect. This also disables [[flight]] for [[Flying Creatures|pterosaurs]]. &lt;br /&gt;
** This attack has a diminishing return, lasting 50% its normal duration on the second Sand Attack, and 25% its normal duration on the third. After three Sand Attacks in a row, the target is immune to the effect for 18 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Burrowing'''&lt;br /&gt;
** Default: Z&lt;br /&gt;
** Allows you to create a [[Digging_Mechanic_and_Burrows|burrow]] entrance. Burrow entrances cannot be created too close to [[Ocean|sea level]], too close to a [[Freshwater_Lakes|water source]], or in rocks/[[caves]]. You can dig out tunnel nodes by right clicking, and replace dirt by left clicking. By default, 1x1 burrows can only fit juvenile creatures, other Auroraceratops, [[Oryctodromeus]], and adult [[Velociraptor|Velociraptors]]. However, you can expand your burrows to fit larger adult creatures.&lt;br /&gt;
** While [[Digging_Mechanic_and_Burrows|burrowing]], you may dig up various edible items and decorations. You can even farm edible items, if you wish.&lt;br /&gt;
** Your tunnels can be connected with other Auros' entrances and tunnels, allowing for some extremely advanced [[Digging_Mechanic_and_Burrows|burrow]] structures.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] are entirely [[weather]]-proof, save for floods. If the water rises to meet your tunnels, you will be safely teleported to your most recently used burrow exit.&lt;br /&gt;
** Active [[Digging_Mechanic_and_Burrows|burrow]] entrances can be [[Scent_System|scented]] and identified by their small plumes of purple smoke. An active burrow is one that's been used within the last 8 minutes.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] will completely despawn after 72 hours of inactivity. To reset this timer, any Auro must dig out a tunnel node inside the burrow.&lt;br /&gt;
** If your tunnels are completely blocked off from any [[Digging_Mechanic_and_Burrows|burrow]] entrances, you will receive a massive [[Status Effects|comfort debuff]] (Stale Air) from the lack of oxygen circulation.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
At this time, the Auroraceratops does not have a sleeping animation, a submissive (4-call) animation, nor a distress (5-call) animation. It is also missing sounds for the submissive and distress calls.&lt;br /&gt;
Auroraceratops has access to the Nest Raider talent, which allows them to more easily locate eggs, but it cannot eat broken eggs.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4820</id>
		<title>Auroraceratops</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4820"/>
		<updated>2023-01-14T19:46:59Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Auroraceratops Idle.jpg|thumb|right|thumb|400px|border|''An in-game screenshot of an Auroraceratops player.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paleo Stats ===&lt;br /&gt;
'''Species:''' A. rugosus &amp;lt;br&amp;gt;&lt;br /&gt;
'''Time Period:''' Early Cretaceous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Length:''' 1.25 meters (4.1 feet)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 15.5 kilograms (34 pounds)&amp;lt;br&amp;gt;&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Pronunciation:''' Ah-roar-ra-cer-a-tops&amp;lt;br&amp;gt;&lt;br /&gt;
'''Category:''' Herbivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-Game Stats (Adult, 1.0) ===&lt;br /&gt;
'''Health:''' 60&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 158&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&amp;lt;br&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops Shrine.jpg|thumb|400px|border|''Auroraceratops' interactive shrine on Isla Titania.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops inside burrow.jpeg|right|thumb|400px|border|''An Auroraceratops inside its burrow.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Auroraceratops (also known as an Auro) is one of the four AI creatures that spawn on Isla Titania. It primarily serves as a source of food in terrestrial habitats for small or medium-sized carnivores. The AI has mediocre speed and frequently broadcasts calls to alert other creatures to its presence.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into an Auroraceratops by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as an Auro with a random skin, have the ability to grow, and will have access to a talent tree similar to that of the [[Oryctodromeus]]. All AI characters, including the Auroraceratops, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the Auro is a [[Herbivorous_Creatures|herbivore]] that feeds primarily on small plants, anthills, and tubers that it can dig up while [[Digging_Mechanic_and_Burrows|burrowing]]. It must also consume salt, or else it risks developing a diet deficiency and becoming sick. Like the [[Oryctodromeus|Ory]], the Auro has the ability to [[Digging_Mechanic_and_Burrows|burrow]] and create tunnel networks.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
* '''Peck''' &lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A peck attack that deals a small amount of damage.&lt;br /&gt;
&lt;br /&gt;
* '''Sand Attack'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** An attack that kicks sand up into your opponent’s eyes to blind them, disable their jump, and slow their sprint speed by 40% for the duration of the effect. This also disables [[flight]] for [[Flying Creatures|pterosaurs]]. &lt;br /&gt;
** This attack has a diminishing return, lasting 50% its normal duration on the second Sand Attack, and 25% its normal duration on the third. After three Sand Attacks in a row, the target is immune to the effect for 18 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Burrowing'''&lt;br /&gt;
** Default: Z&lt;br /&gt;
** Allows you to create a [[Digging_Mechanic_and_Burrows|burrow]] entrance. Burrow entrances cannot be created too close to [[Ocean|sea level]], too close to a [[Freshwater_Lakes|water source]], or in rocks/[[caves]]. You can dig out tunnel nodes by right clicking, and replace dirt by left clicking. By default, 1x1 burrows can only fit juvenile creatures, other Auroraceratops, [[Oryctodromeus]], and adult [[Velociraptor|Velociraptors]]. However, you can expand your burrows to fit larger adult creatures.&lt;br /&gt;
** While [[Digging_Mechanic_and_Burrows|burrowing]], you may dig up various edible items and decorations. You can even farm edible items, if you wish.&lt;br /&gt;
** Your tunnels can be connected with other Auros' entrances and tunnels, allowing for some extremely advanced [[Digging_Mechanic_and_Burrows|burrow]] structures.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] are entirely [[weather]]-proof, save for floods. If the water rises to meet your tunnels, you will be safely teleported to your most recently used burrow exit.&lt;br /&gt;
** Active [[Digging_Mechanic_and_Burrows|burrow]] entrances can be [[Scent_System|scented]] and identified by their small plumes of purple smoke. An active burrow is one that's been used within the last 8 minutes.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] will completely despawn after 72 hours of inactivity. To reset this timer, any Auro must dig out a tunnel node inside the burrow.&lt;br /&gt;
** If your tunnels are completely blocked off from any [[Digging_Mechanic_and_Burrows|burrow]] entrances, you will receive a massive [[Status Effects|comfort debuff]] (Stale Air) from the lack of oxygen circulation.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
At this time, the Auroraceratops does not have a sleeping animation, a submissive (4-call) animation, nor a distress (5-call) animation. It is also missing sounds for the submissive and distress calls.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4819</id>
		<title>Auroraceratops</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4819"/>
		<updated>2023-01-14T19:45:14Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Auroraceratops Idle.jpg|thumb|right|thumb|400px|border|''An in-game screenshot of an Auroraceratops player.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paleo Stats ===&lt;br /&gt;
'''Species:''' A. rugosus &amp;lt;br&amp;gt;&lt;br /&gt;
'''Time Period:''' Early Cretaceous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Length:''' 1.25 meters (4.1 feet)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 15.5 kilograms (34 pounds)&amp;lt;br&amp;gt;&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Pronunciation:''' Ah-roar-ra-cer-a-tops&amp;lt;br&amp;gt;&lt;br /&gt;
'''Category:''' Herbivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-Game Stats (Adult, 1.0) ===&lt;br /&gt;
'''Health:''' 60&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 158&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&amp;lt;br&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops Shrine.jpg|thumb|400px|border|''Auroraceratops' interactive shrine on Isla Titania.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops inside burrow.jpeg|right|thumb|400px|border|''An Auroraceratops inside its burrow.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Auroraceratops (also known as an Auro) is one of the four AI creatures that spawn on Isla Titania. It primarily serves as a source of food in terrestrial habitats for small or medium-sized carnivores. The AI has mediocre speed and frequently broadcasts calls to alert other creatures to its presence.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into an Auroraceratops by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as an Auro with a random skin, have the ability to grow, and will have access to a talent tree similar to that of the [[Oryctodromeus]]. All AI characters, including the Auroraceratops, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the Auro is a [[Herbivorous_Creatures|herbivore]] that feeds primarily on small plants, anthills, and tubers that it can dig up while [[Digging_Mechanic_and_Burrows|burrowing]]. It must also consume salt, or else it risks developing a diet deficiency and becoming sick. Like the [[Oryctodromeus|Ory]], the Auro has the ability to [[Digging_Mechanic_and_Burrows|burrow]] and create tunnel networks.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
* '''Peck''' &lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A peck attack that deals a small amount of damage.&lt;br /&gt;
&lt;br /&gt;
* '''Sand Attack'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** An attack that kicks sand up into your opponent’s eyes to blind them, disable their jump, and slow their sprint speed by 40% for the duration of the effect. This also disables [[flight]] for [[Flying Creatures|pterosaurs]]. &lt;br /&gt;
** This attack has a diminishing return, lasting 50% its normal duration on the second Sand Attack, and 25% its normal duration on the third. After three Sand Attacks in a row, the target is immune to the effect for 18 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Burrowing'''&lt;br /&gt;
** Default: Z&lt;br /&gt;
** Allows you to create a [[Digging_Mechanic_and_Burrows|burrow]] entrance. Burrow entrances cannot be created too close to [[Ocean|sea level]], too close to a [[Freshwater_Lakes|water source]], or in rocks/[[caves]]. You can dig out tunnel nodes by right clicking, and replace dirt by left clicking. By default, 1x1 burrows can only fit juvenile creatures, other Auroraceratops, [[Oryctodromeus]], and adult [[Velociraptor|Velociraptors]]. However, you can expand your burrows to fit larger adult creatures.&lt;br /&gt;
** While [[Digging_Mechanic_and_Burrows|burrowing]], you may dig up various edible items and decorations. You can even farm edible items, if you wish.&lt;br /&gt;
** Your tunnels can be connected with other Auros' entrances and tunnels, allowing for some extremely advanced [[Digging_Mechanic_and_Burrows|burrow]] structures.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] are entirely [[weather]]-proof, save for floods. If the water rises to meet your tunnels, you will be safely teleported to your most recently used burrow exit.&lt;br /&gt;
** Active [[Digging_Mechanic_and_Burrows|burrow]] entrances can be [[Scent_System|scented]] and identified by their small plumes of purple smoke. An active burrow is one that's been used within the last 8 minutes.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] will completely despawn after 72 hours of inactivity. To reset this timer, any Auro must dig out a tunnel node inside the burrow.&lt;br /&gt;
** If your tunnels are completely blocked off from any [[Digging_Mechanic_and_Burrows|burrow]] entrances, you will receive a massive [[Status Effects|comfort debuff]] (Stale Air) from the lack of oxygen circulation.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
At this time, the Auroraceratops does not have a sleeping animation, a submissive (4-call) animation, nor a distress (5-call) animation. It is also missing sounds for the submissive and distress calls.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4818</id>
		<title>Auroraceratops</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Auroraceratops&amp;diff=4818"/>
		<updated>2023-01-14T19:44:43Z</updated>

		<summary type="html">&lt;p&gt;Owlbyr: Created page with &amp;quot; File:Auroraceratops Idle.jpg|thumb|right|thumb|400px|border|''An in-game screenshot of an Auroraceratops player.''&amp;lt;br&amp;gt;  === Paleo Stats === '''Genus:''' A. rugosus &amp;lt;br&amp;gt; '''...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Auroraceratops Idle.jpg|thumb|right|thumb|400px|border|''An in-game screenshot of an Auroraceratops player.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paleo Stats ===&lt;br /&gt;
'''Genus:''' A. rugosus &amp;lt;br&amp;gt;&lt;br /&gt;
'''Time Period:''' Early Cretaceous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Length:''' 1.25 meters (4.1 feet)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 15.5 kilograms (34 pounds)&amp;lt;br&amp;gt;&lt;br /&gt;
=== Basic Information ===&lt;br /&gt;
'''Pronunciation:''' Ah-roar-ra-cer-a-tops&amp;lt;br&amp;gt;&lt;br /&gt;
'''Category:''' Herbivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Plants&amp;lt;br&amp;gt;&lt;br /&gt;
=== In-Game Stats (Adult, 1.0) ===&lt;br /&gt;
'''Health:''' 60&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stamina:''' 158&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comfort:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Food Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Overweight Food Capacity:''' 130&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Oxygen Capacity:''' 100&amp;lt;br&amp;gt;&lt;br /&gt;
'''Growth Rate:''' 30min (full food and water)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weather Resistance:''' 1.0 (lower is better)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can be picked up by a tornado:''' Yes&amp;lt;br&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops Shrine.jpg|thumb|400px|border|''Auroraceratops' interactive shrine on Isla Titania.'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Auroraceratops inside burrow.jpeg|right|thumb|400px|border|''An Auroraceratops inside its burrow.'']]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Auroraceratops (also known as an Auro) is one of the four AI creatures that spawn on Isla Titania. It primarily serves as a source of food in terrestrial habitats for small or medium-sized carnivores. The AI has mediocre speed and frequently broadcasts calls to alert other creatures to its presence.&lt;br /&gt;
&lt;br /&gt;
Players can temporarily transform into an Auroraceratops by interacting with its shrine hidden on the Isla Titania map. Upon interacting with the shrine, the player will spawn as an Auro with a random skin, have the ability to grow, and will have access to a talent tree similar to that of the [[Oryctodromeus]]. All AI characters, including the Auroraceratops, cannot be saved and will be deleted upon logging out.&lt;br /&gt;
&lt;br /&gt;
As a playable character, the Auro is a [[Herbivorous_Creatures|herbivore]] that feeds primarily on small plants, anthills, and tubers that it can dig up while [[Digging_Mechanic_and_Burrows|burrowing]]. It must also consume salt, or else it risks developing a diet deficiency and becoming sick. Like the [[Oryctodromeus|Ory]], the Auro has the ability to [[Digging_Mechanic_and_Burrows|burrow]] and create tunnel networks.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
* '''Peck''' &lt;br /&gt;
** Default: LMB (Left Mouse Button)&lt;br /&gt;
** A peck attack that deals a small amount of damage.&lt;br /&gt;
&lt;br /&gt;
* '''Sand Attack'''&lt;br /&gt;
** Default: RMB (Right Mouse Button)&lt;br /&gt;
** An attack that kicks sand up into your opponent’s eyes to blind them, disable their jump, and slow their sprint speed by 40% for the duration of the effect. This also disables [[flight]] for [[Flying Creatures|pterosaurs]]. &lt;br /&gt;
** This attack has a diminishing return, lasting 50% its normal duration on the second Sand Attack, and 25% its normal duration on the third. After three Sand Attacks in a row, the target is immune to the effect for 18 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Burrowing'''&lt;br /&gt;
** Default: Z&lt;br /&gt;
** Allows you to create a [[Digging_Mechanic_and_Burrows|burrow]] entrance. Burrow entrances cannot be created too close to [[Ocean|sea level]], too close to a [[Freshwater_Lakes|water source]], or in rocks/[[caves]]. You can dig out tunnel nodes by right clicking, and replace dirt by left clicking. By default, 1x1 burrows can only fit juvenile creatures, other Auroraceratops, [[Oryctodromeus]], and adult [[Velociraptor|Velociraptors]]. However, you can expand your burrows to fit larger adult creatures.&lt;br /&gt;
** While [[Digging_Mechanic_and_Burrows|burrowing]], you may dig up various edible items and decorations. You can even farm edible items, if you wish.&lt;br /&gt;
** Your tunnels can be connected with other Auros' entrances and tunnels, allowing for some extremely advanced [[Digging_Mechanic_and_Burrows|burrow]] structures.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] are entirely [[weather]]-proof, save for floods. If the water rises to meet your tunnels, you will be safely teleported to your most recently used burrow exit.&lt;br /&gt;
** Active [[Digging_Mechanic_and_Burrows|burrow]] entrances can be [[Scent_System|scented]] and identified by their small plumes of purple smoke. An active burrow is one that's been used within the last 8 minutes.&lt;br /&gt;
** [[Digging_Mechanic_and_Burrows|Burrows]] will completely despawn after 72 hours of inactivity. To reset this timer, any Auro must dig out a tunnel node inside the burrow.&lt;br /&gt;
** If your tunnels are completely blocked off from any [[Digging_Mechanic_and_Burrows|burrow]] entrances, you will receive a massive [[Status Effects|comfort debuff]] (Stale Air) from the lack of oxygen circulation.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
At this time, the Auroraceratops does not have a sleeping animation, a submissive (4-call) animation, nor a distress (5-call) animation. It is also missing sounds for the submissive and distress calls.&lt;/div&gt;</summary>
		<author><name>Owlbyr</name></author>
		
	</entry>
</feed>