recursal/Fanatic-Fandom huggingface dataset:
Sprint

**Sprint** is a cooldown talent that lets you sprint up to five, six, or seven tiles in a single turn, depending on the number of talent points invested in it.

If you are unable to move (such as from being webbed), you cannot use this talent.  If you are charmed, the directions you can use this talent to move in are limited.
Slow Charge

The enemy starts charging towards you, with 2 bonus movement speed and 2 tile knockback. The enemy will continue to charge until it hits a wall or is incapacitated in some way.

If the enemy becomes unaware while charging they will stop, but will continue to charge in the direction they are going when they become aware of the player. Charming or dominating a charging enemy will not end the effect.
Storm mage

The Storm mage is the seventh class in the class selection screen.

They have powerful AOE attacks, but limited escape tools. For advice on how to play this class, see the Storm Mage Guide.

## Talents

The Storm Mage starts with the following talents available to invest talent points in:

* Lightning Bolt: Starts with one talent point invested.
* Storm Attunement
* Magic Mastery
* Focus
* Thunder Clap
* Shock

## Starting Equipment

* Staff of Storms
* Potion of Energy
* Meat

## Base Stats

### Attributes

* Strength: 10
* Dexterity: 10
* Intelligence: 13

### Defense

* Protection: 0
* Evasion: 1
* Reflection: 0
* Stealth: 0

### Resistance

* Fire: 0%

* Cold: 0%
* Electric: 0%

* Toxic: 0%

### Offense

* Melee: 0
* Ranged: 0

### Spell Power

* Spell: 3
* Fire: 3
* Cold: 3
* Storm: 3
* Toxic: 3
Storm Imp

*This is for the Steam version of the game. The web version may be different.*

## Strategies

* The shock imp moves closer until it is 2-3 squares away.
* If you move towards it, it will usually retreat.
* The basic attacks do not travel past the square they are aimed at.
* Without strafe dodging the shock imps secondary attack is unavoidable, making it a priority target.
The Dark Temple

## Strategies

Remember to always find the library room on floor 10. (Floor 9 in web version).

A merchant is also guaranteed to spawn.

There will be an entrance to a side dungeon.

Evil Eyes are extremely dangerous! Try to eliminate them asap.

## Enemies

Enemies from previous floors:

* Corrosive Slime
* Orc Archer
* Orc Warrior
* Orc Priest
* Orc Flame Mage
* Orc Storm Mage
* Orc Summoner 23hp, lv11

## Terrain

 Water - Unstable. Conducts electricity.

 Vines - Unstable, flammable.

 Pits - Move to the next floor.

 Rubble - Unstable.

## Traps

 Fire Shroom

 Fire Pot

 Shock Reed
Stairs

Takes you to a higher floor.

 Takes you to a lower floor.

When you travel up or down stairs there are a number of effects:

* Any aware enemy in the 3x3 around the stairs will come with you.
* All? allies will come with you regardless of their location.
* Toxic Clouds and Flame Clouds will disappear.
* When you arrive at a new floor dust will not obscure your vision - useful in The Sunless Desert.
* Your "cold" status will reset if you return to the main dungeon from the Ice Caves (though you need to move around a bit - just going up and down does not work).

Enemies will stay aware of you if you use stairs and then return. All enemy effects like haste, poison, berserk etc will remain.

Stair dancing is the term for using stairs to fight. You can either lure enemies one by one, or go to a safe floor to rest or wait for cooldowns.

If you cannot find stairs to the next level you are probably in a side dungeon - you need to travel back to the main dungeon to proceed.

You will never need to use a key to access stairs. If there is a gate, somewhere on the level will be a switch to open the gate. (Except in very rare cases where the floor is bugged).
Passive Talents

### Strafe Attack

You will automatically attack the nearest enemy when moving towards or strafing.

* Required Level: 4

If you close distance or it stays equal between you and the monsters, you can hit them without being hit yourself. This talent does not work with ranged weapons nor staffs when the nearest enemy has Reflection.

### Perfect Aim

Allows you to shoot at your desired target through other enemies.

* Required Level: 4

This skill does not apply to spells or staves.

### Dungeon Sense

Reveals the location of all treasure and stairs on your mini-map.

* Required Level: 4

Does not reveal wishing wells or book cases.

### Head Shot

Allows you to perform ranged sneak attacks.

* Required Level: 8

Found in Tome of Stealth.

### Weapon Mastery

Increases melee weapon power.

* Melee Increase: +4 / +3 / +2
* Required Level: 1 / 5 / 9

### Range Mastery

Increases range weapon power.

* Range Increase: +4 / +3 / +2
* Required Level: 1 / 5 / 9

### Stealth Mastery

Increases stealth.

* Melee Increase: +4 / +3 / +2
* Required Level: 1 / 5 / 9

### Magic Mastery

Increases magic power.

* Spell Power Increase: +4 / +3 / +2
* Required Level: 1 / 5 / 9

Magic power is added to elemental power, so this increases your elemental damage.

### Focus

Increases mana.

* Mana Increase: +3 / +2 / +2
* Required Level: 1 / 5 / 9

### Evasive

Increases your evasion.

* Evasion Increase: +4 / +3 / +2
* Required Level: 1 / 5 / 9

Each point of evasion increases your chance to dodge by 5% to a max of 75%.

### Fortitude

Increases your max HP.

* Melee Increase: +8 / +6 / +6
* Required Level: 1 / 5 / 9

### All Elemental Masteries

Storm Mastery, Cold Mastery, Fire Mastery, Toxic Mastery

Increases your elemental magic power.

* Elemental Power Increase: +4 / +3 / +2
* Required Level: 1 / 5 / 9

### All Elemental Resistances

Increases resistance to that element by 1.

* Elemental Resistance: +1 / +1 / +1
* Required Level: 4 / 8 / 12

### Regeneration

Reduces the time required to regenerate HP by 1.

* HP Regen: +1 / +1 / +1

* Required Level: 4 / 8 / 12

Base HP regen is 1 per 10 turns.

### Tranquility

Reduces the time required to regenerate MP by 1.

* MP Regen: +1 / +1 / +1

* Required Level: 4 / 8 / 12

Base MP regen is 1 per 15 turns.

### Nimble Fingers

Allows you to pick up and place traps.

* Number of Traps: 3 / 5 / 7
* Required Level: 4 / 8 / 12

To use this talent, stand next to any trap (except fire and gas vents) and activate the talent (by clicking on it or pressing its slot number on the keyboard), then click on the trap. The trap will appear in your inventory. To place the trap, click on it, then on a square adjacent to your character that does not already have any objects or terrain in it.

### Keen Hearing

Allows you to detect enemies within range, including hidden ones.

* Range: 10 / 15 / 20
* Required Level: 4 / 8 / 12

### Shield Wall

Gain 1 protection for every wall in the 3x3 area around you. Requires shield.

* Required Level: 4

On Steam Version, reduces number of melee attacks that can damage you per turn

* Attacks: 3 / 2 / 1
* Required Level: 4 / 8 / 12
Stormball

Stormball is a peculiar sport played only in Stormgate.

The game is played between either two single players, or two teams of three. Stormball courts are built on the end of large stone structures that funnel in wind from storms. The game is similar to racquetball, but instead of hitting the ball against a wall it is into the wind. The players also have to stay on their feet while playing in gale-force winds.

When the game was invented it was played outdoors, in the storm itself. This practice was eventually changed because this made it difficult to watch and deadly for the players.

The ten teams of the Stormgate Stormball Professional League (SSPL) include:

* The Stonestown Seagulls (Beth & Newt's favorite)
* The Oldtown Owlbears (Tristram's favorite)
* The East Village Leviathans (Theodoros's favorite)
* The Hellfire Angels (Dhalia's favorite, based in the Ironworks)
* The Lurking Krakens (Ray's favorite, based in the South Docks)
* The Doors (Banned team, Howell's favorite)
* Some other teams
Inferno Orb

### Description

Summons a slow moving fire ball which bursts upon impact in a powerful explosion.

### Class

none

**Inferno Orb** is a spell that summons a fire ball.  The fire ball starts next to the caster and moves along a straight path determined when you cast the spell.  When it reaches the end of the path, or when it runs into something, it explodes in a 3x3 square.

It moves two tiles per turn.

It will set off fire mushrooms, but they won't trigger its explosion or stop it. Similarly, it will set off fire glyphs that it passes over, but the resulting flaming cloud will be immediately destroyed.  Fire pots *will* trigger its explosion prematurely, as well as being set off themselves.

No class starts with this talent.  It has to be acquired from a book or bookshelf.
Fire mage guide

The storm mage is one of the highest damage output classes. It has great single target damage, but strongest against a group of enemies.

It is generally an easy class, but it is very easy to accidentally kill yourself with your spells.

## **The build**

### Race

Gnome is your best choice because the extra mana and spellpowers, but human is also a viable pick.

### Skillpoints

Build 1: Hit 50 HP with Fortitude points and then invest into spell casting. Ideally you will want to hit 50 HP with Fortitude so that you don't accidentally 1 shot yourself due to grass, oil or anything else. (Remember that using health potions at max HP increases hp by 4).

Build 2: Put points into focus until 30 MP, (your spells will do a less damage, but you make it up for being able to cast more of them).

In the late game, put a few points in spell damage, just for the extra power.

### Talents

In order: focus 1, fire blast 1, fire mastery 1, focus 2, fire blast 2, fire mastery 2,

If you found any tomes then you can start investing in other skills, if not then max fire mastery and fire ball

Adjust your build to your equipment, for example if you mana rings you can skip focus.
Fiends

So far, two fiends have been found hiding in plain sight in Stormgate.

* Skinner Mack, gang leader of the Red Serpents
* An unidentified bluecoat in the blood archive of the East Protectorate Grounds

They were using magical iron rings called Rings of Fiendish Concealment to take on human appearances. Could this be an indication of something greater?

There is also a disease of some fiendish nature ravaging the Warrens. They call it Hellfire Fever. symptoms include:

* Increased body temperature
* Flushed red skin
* Weakness, unconsciousness
* incoherent babbling (discovered to be Infernal by Dhalia Thoravine)
* Death
Book of health

Redirect to:

* Tomes

**This page is a candidate for deletion.**

*Remember to check what links here and the page history before deletion.*

Upon picking the book of health the player would be grant with the possibility to learn Fortitude, Regeneration and Stone skin skills at the cost of 1 talent point each one.

## Regeneration

Improves your Hp regeneration time by 1 turn per level.
Enchanting

Enchanting an item increases all the properties of the item. Most properties increase by 1, but certain items like the Ring of Health get bigger increases.

The maximum level you can enchant gear to is either 5, or the base damage of a weapon. For example: A Short Bow has a base damage of 3, so it can be enchanted to +3. A War Hammer with a base damage of 8 can only be enchanted to +5.

If you find an enchanted version of an item you already have, it will usually be at a higher enchantment level. This makes it possible to get +6 or higher enchantments.

If you enchant a charm (while equipped) or a wand, it will refresh all charges.

Charms and Vampiric gear are unable to be upgraded past +3, but you are able to transfer a higher enchantment to them.

### Scroll of Enchantment

A Scroll of Enchantment lets you increase the enchantment level of an item by 1.

Scrolls of Enchantment can be saved and used strategically to recharge a charm, or enchant a better item later.

### Enchantment Table Edit

An Enchantment Table lets you increase the enchantment level of an item by 1.

### Transference Table Edit

Transference tables swap the enchantment level of two items. A +2 Short Bow and a +4 Spear will become +4 Short Bow and +2 Spear. Swapping enchantments ignores level restrictions, allowing the Short Bow to go above its +3 limit.

Certain items are unable to go below +1 enchantment level: Active charms, and Ring of the Vampire. You can still use them in an enchanting table as long as the other item is at least +1.

Stackable consumables like darts are not able to transfer enchantments.

It is a good idea to keep a high enchant but otherwise useless item on you at all times, in case you find a transference table.

Choosing which item to enchant is very strategic, as you need to consider not only what you need now, but also how you will swap your enchantments around if you find a transference table.
Power Strike

### Description

Delivers a powerful strike with your weapon dealing increased damage and knockback.

### Class

Barbarian, Warrior

**Power Strike** is a cooldown talent that lets you make a melee attack with your currently equipped weapon.  This attack knocks the enemy back, and its damage is multiplied by  2 / 2.2 / 2.4 (depending on the level of the talent).

The Barbarian and Warrior start with this talent available, and the Barbarian starts with one point invested in it.
NPCs

Various NPC's will aid you for a price.

 **Merchant**

Sells various things. Each new merchant is guaranteed to have meat. There will always be a merchant on the 9th floor. Food, scrolls and potions are a good price.

 **Skill Trainer**

Will grant you a skill point for 25gp.

 **Talent Trainer**

Will grant you a talent point for 75gp. (100 gp on web version)

 **Priest**

Will bless you for 10gp. This instantly fully restores your MP and HP, and provides a 100 turn blessing. The blessing increases your melee, range and spell power by 5, protection by 2, and all resistances by 1. You can purchase the blessing multiple times, each purchase will increase the duration of the effect by 100 turns.

**Librarian**

Found in the library on floor 10. Offers 10 random talents that the player did not have on entering the floor. Each talent costs 75g, and starts with 1 talent point invested when purchased. (Steam version only)

Version 1.30 released on 10/28/19 and Version 1.35 released on 6/30/20 (but not every version in between) have six floors in the third phase instead of four, and the Librarian shows up on the third of these six floors in Version 1.35.
Necromancer

NOTE: This article is for the playable character. For the enemy Necromancer, see List of Enemies and Necromancer (enemy).

The Necromancer is the ninth class in the class selection screen.

The Necromancer can raise a never ending army of the dead, while using poison to eliminate their enemies.

## Talents

The Necromancer starts with the following talents available to invest talent points in:

* Life Spike: Starts with one talent point invested.
* Toxic Attunement
* Magic Mastery
* Focus
* Infectious Disease
* Summon Skeleton
* Cannibalise (not recommended!)

## Starting Equipment

* Staff of Poison
* Potion of Energy
* Meat

## Base Stats

### Attributes

* Strength: 10
* Dexterity: 10
* Intelligence: 13

### Defense

* Protection: 0
* Evasion: 1
* Reflection: 0
* Stealth: 0

### Resistance

* Fire: 0%

* Cold: 0%
* Electric: 0%

* Toxic: 0%

### Offense

* Melee: 0
* Ranged: 0

### Spell Power

* Spell: 3
* Fire: 3
* Cold: 3
* Storm: 3
* Toxic: 3
Goblet of Yendor

The goal of the game is to collect the Goblet of Yendor. It can be found on the 16th floor, in the Vault of Yendor.

To collect the goblet, you must be standing next to it and click on it. Auto explore will also pick it up.

Upon picking it up you instantly win the game, and player then has an option to view your character page or go to main menu.

Be careful, if you are slowed you are unable to pick the goblet up from a diagonal, and if constricted you are completely unable to pick it up.

*Note: in the steam version of the game, picking up the goblet alone does not instantly win the game anymore. Instead, the Wizard Yendor must be killed. Further information can be found here.*
The Core

The Core is one of the two side dungeons unlocked at floor 11. It has a fire theme to it.

 Strategies

The core can either have a room like structure, or be like a cave. The enemies here can deal a lot of damage, so come prepared!

It is great if you have a fire ring and/or ice staff.

 Enemies

## Terrain

 Lava - Damage over time

 Vines - Flammable, unstable

 Pit

 Rubble - Unstable

Most of the floors are dark red, but one of them is coloured gray.

The boss floor contains a spiral with lava lakes on the outside and the treasure being separated by a lava moat.
Burst of Flame

### Description

Creates a burst of flame on a single tile. Will create a large burst if used on a torch or other flaming object.

### Class

Fire mage

**Burst of Flame** is a spell that can affect either a single tile, or up to twenty-nine, depending on what it's cast on.

When cast on an appropriate object, it creates a large burst around that object, affecting all creatures and flammable objects in the area of effect. For a square to be included in the effect, the object needs to have line-of-sight to it. If the spell is cast on a torch on a wall, the wall itself may block some squares from being included and make the burst area smaller. It can't go around corners.

Appropriate objects include:

* Fire mushrooms
* Torches
* Fire glyphs (the burst will destroy the glyph it targets, but not other glyphs in its AOE)

However, fire pots do *not* cause the larger burst.
Shock Spells

* Mana Cost: 3
* Damage: 14 / 18 / 20
* Range: 5 (Straight), 4 (Diagonal)
* Required Level: 1 / 5 / 9
* Element: Shock

### Thunder Clap

Creates a massive boom of thunder stunning all enemies for the duration of the effect.

* Mana Cost: 4
* Stun Duration: 3 / 5 / 6
* AOE: 2
* Required Level: 4 / 8 / 12
* Element: Shock

Stun duration is unaffected by spell power.

### Shock

Shocks your target and spreads to all adjacent characters.

* Mana Cost: 4
* Damage: 18 / 22 / 24
* Range: 5
* Required Level: 4 / 8 / 12
* Element: Shock

Shock spreads orthogonally. It spreads up to 3 tiles in each direction.

### Static Discharge

Lets loose a powerful charge of electricity damaging all nearby monsters.

* Mana Cost: 5
* Damage: 22 / 30 / 36
* AOE: 3
* Required Level: 8 / 12 / 16
* Element: Shock
Dungeon Branches

*The following information refers to the web version. For the dungeon branches in the steam version, visit this page.*

In the web version, there are 13 different branches of the dungeon, each with their own enemies and style. There are two versions of each final floor for the side dungeons and the Vault of Yendor. The following pages break down the monsters, terrain and traps that appear in each area, giving some information and general strategies for beating them.

## Main Dungeon

### Floor 5-8

The Swamp

The Sunless Desert

The Under Grove

The Orc Fortress

The Iron Fortress (Floor 9-12 on the steam version), needs to be updated for new difficulty

### Floor 9-12

The Dark Temple

The Crypt (side dungeon 2 in the steam version)

## Side Dungeon

### **Side Dungeon 1 (Floor 9):**

The Sewers

The Arcane Tower (side dungeon 2 in the steam version)

### **Side Dungeon 2 (Floor 12):**

The Ice Caves

The Core

The Lich Kings Lair (steam only)

## Steam Version

The dungeon structure of the Steam version (current as of version 1.37, May 2021) is radically different from the web version's. This is covered at Zones (steam).
Release Versions

There are currently several versions of the game:

* Early access release launched on December 28, 2018
* Developer announced will regularly only update the Steam version following early access release
	+ The initial release includes smoother game play, new character class, duelist, and new items

### Web releases

Kongregate release

* Published November 23, 2018
* Featured "Game of the Month" for November 2018, won first spot

Itch.io (Alpha Testing) release

* Published October 2, 2018 ?

This wiki will be updated to the latest released Steam Version.
Book of Archery

Redirect to:

* Tomes

## Power Shot

Required level : 1

Cooldown : 10

Damage multiplier : 2 / 2.2 / 2.4

Delivers a powerful shot with your ranged weapon dealing increased damage and knockback.

## Tunnel shot

Required level : 4

Cooldown : 20

Damage multiplier : 2 / 2.2 / 2.4

The projectile will pierce through monsters in a straight line, dealing increased damage.

## Dead eye

Required level : 8

Cooldown : 250

Duration : 12 / 16 / 20

When activated, you will deal critical hits with every ranged attack for the duration of the effect.

## Perfect Aim

Required level : 4

Allows you to shoot at your desired target through other enemies.
Shields

Shields provide protection and a percentage chance to block projectiles. You can also equip orbs in the same slot. Shields cannot normally be used with a two handed weapon, or a bow. The shield will have a red background when this happens. Due to it's large size an ogre is able to wield a two handed weapon and a shield at the same time.
Berserk

### Description

When activated, you will deal critical hits with every melee attack for the duration of the effect.

### Book

Tome of War

*This article is about the talent.  For the enemy ability "Berserk", see Enemy Berserk.*

**Berserk** is a cooldown talent that lets you deal automatic critical hits with melee weapons while it's activated.
Knockback

Knockback causes the player or enemy to be pushed back a few tiles. It can be caused by:

* Terrain - Oil
* Items - Mace, Warhammer
* Enemy Abilities - Berserk, Trample, Slow Charge, Buffet
* Player Abilities - Power Strike, Power Shot

The amount of tiles a creature is knocked back is affected by size: Smaller creatures are pushed further, larger creatures move less.
Guides

General Gameplay Guide (How to beat your first run on any character)

Warrior Guide

Storm Mage Guide

Fire Mage Guide

Ice Mage Guide

Ranger Guide

Duelist Guide

Easy Mode - Using the Race Mummy

How to Strafe Dodge

For anyone interested in seeing wins with all classes and general tactics Umbr has been recording his runs: https://www.youtube.com/channel/UC7qhPGCh-EEz-06zHiVHFVw
Enemy Charm

The player is unable to move directly away from the enemy that has charmed them. They are able to circle the enemy that has charmed them, as long as the distance is not increased.

The effects of multiple monsters with charm has not been investigated as the only known monster with charm, the succubus, is fairly rare.
Gas Vent Trap Room

A room with 2 chests in the middle surrounded by 4 poison vents, with spike traps around the corners. Before opening the chests you will receive a message asking for confirmation. When you open a chest gas will come out of the vents. You are able to open both chests and take the loot with only 1 turn passing, and then flee the room in three steps, taking only a small amount of damage.

If you use sprint it is possible to avoid all damage. With swiftness you can escape with being damaged once. The scroll of blink is also very useful
Keys

Keys can be found in chests or on the ground. They are used to unlock normal gates. Keys are not necessary to get to the next floor - there will always be a switch to open a gate blocking stairs (except in a rare cases where the floor is bugged).

As an alternative to using keys, Blink can be used to gain access to a room with a locked gate.
Fire Storm

A channeled spell that deals damage to the highlighted area each turn for 8 turns. Every turn the area moves forward and grows bigger. The ability will be cancelled when the caster is killed.

The ability also ends early if it hits a wall. Unknown how much or what part of the ability must overlap with a wall to end.
Critical

Critical hits deal 1.5x damage. Every point in stealth increases the damage by 5%. Attacking unaware or sleeping enemies with a melee attack, or a ranged attack with the Head Shot talent, causes a critical. Unstable enemies take a critical hit from melee or ranged attacks.

The Staff of Magic Missilesdeals physical damage and acts like a melee weapon with regards to criticals. Elemental weapons do not critical hit like melee weapons.

Critical hits from the unstable effect and being unaware stack.

There is also a random chance of any attack being a critical.
Storm Statue

## Storm Statue

*This is for the Steam version of the game. The web version may be different.*

#### Stats

* 49 HP
* 7 Range
* Shock Element

#### Attack

* 4 Turns
* ? Damage

#### Location

* Arcane Tower
* Vault of Yendor
* ?

## Abilities

#### Lightning Bolt

* 8 Turns
* 8 Range
* ? Damage
* Can hit through strafe dodging

#### Buffet

* 10 Turns
* 3 Range
* 0 Damage
* Knocks player back 3-4 tiles

## Strategies

* If possible, leave until all other enemies are dead.
* Use abilities to kill it as fast as possible.
* Strafe Dodging can reduce the amount of damage taken while moving into range.
* As it is unable to move, leaving it alone can be an option.
Flammable

If you are standing on flammable material, fire attacks will deal double damage.

If a flame attack lands within 1 square of a flammable material it will ignite dealing fire damage to anyone standing on the square, proportional to the damage of the original attack. This ignites any flammable material nearby. Levitation does not make you immune to this.

Not all flame attacks ignite flammable material, things that produce Flame Clouds (Wall of Fire, Salamander Flaming Cloud Attack) do not ignite flamable materials.

All materials have a maximum spreading radius of 6 , to prevent the entire floor from burning down.
Tables

###  Enchantment Table

An enchantment table lets you increase the enchantment level of an item by 1. This increases all the properties of the item. Most properties increase by 1, but certain items like the Ring of Health get bigger increases.

The max level of enchantment is either 5, or the base damage of a weapon. For example: A Short Bow has a base damage of 3, so it can be enchanted to +3. A War Hammer with a base damage of 8 can only be enchanted to +5.

If you find an enchanted version of an item you already have, it will usually be at a higher enchantment level. This makes it possible to get +6 enchantments.

###  Transference Table

Transference tables swap the enchantment level of two items. A +2 Short Bow and a +4 Spear will become +4 Short Bow and +2 Spear. Swapping enchantments ignores level restrictions, allowing the Short Bow to go above its +3 limit.

Certain items are unable to go below +1 enchantment level: Active charms, and Ring of the Vampire. You can still use them in an enchanting table as long as the other item is at least +1.

Stackable consumables like darts are not able to transfer enchantments.

It is a good idea to keep a high enchant but otherwise useless item on you at all times, in case you find a transference table.

Choosing which item to enchant becomes more strategic, as you need to consider how you will swap your enchantments around if you find a transference table.
Cooldown Talents

## Melee Talents

### Power Strike

Delivers a powerful strike with your weapon dealing increased damage and knockback.

* Damage Multi: 2 / 2.2 / 2.4
* CD: 10
* Required Level: 1 / 5 / 9

### Berserk

For the duration all melee attacks will be critical hits.

* Duration: 12 / 16 / ?
* CD: 250
* Required Level: 8 / 12 / ?

### Disengage

Attack an enemy and back up a step. No cooldown when dealing a killing blow.

* Damage Multi: 2 / 2.2 / 2.4
* CD: 10
* Required Level: 1 / 5 / 9

### Lunge

Lunge and attack an enemy. No cooldown when dealing a killing blow.

* Damage Multi: 2 / 2.2 / 2.4
* Range: 3
* CD: 20
* Required Level: 4 / 8 / 12

## Ranged Talents

Works with ranged weapons or projectiles.

### Power Shot

Delivers a powerful strike with your ranged weapon dealing increased damage and knockback.

* Damage Multi: 2 / 2.2 / 2.4
* CD: 10
* Required Level: 1 / 5 / 9

### Tunnel Shot

Allows you to throw a projectile clear through a number of monsters, dealing increased damage.

* Damage Multi: 2 / 2.2 / 2.4
* CD: 20
* Required Level: 4 / 8 / 12

### Deadeye

For the duration all ranged attacks will be critical hits.

* Duration: 12 / 16 / 20
* CD: 250
* Required Level: 8 / 12/ 16

## Movement Talents

### Sprint

Allows you to sprint multiple tiles in a single turn.

* Distance: 5 / 6 / 7
* CD: 20
* Required Level: 1 / 5 / 9

### Charge

Allows you to sprint towards an enemy and attack in a single turn. Can only target spaces with enemies; can't be used as a slightly shorter Sprint.

* Distance: 4 / 5 / 6
* CD: 20
* Required Level: 4 / 8 / 12

## Shield Talents

All shield talents require a shield to be equipped and usable - no red background caused by using a two handed weapon at the same time.

### Shields Up

You will block and counterattack against every enemy that strikes you in the next turn.

* Requires: An equipped shield
* CD: 10
* Required Level: 1

Shields Up only lasts one turn so it's most useful when you are surrounded by enemies. It can also help when you think you wouldn't be able to kill an adjacent melee opponent in one hit but could in two hits. Pairs well with Ring of the Vampire.

### Deflect

Increases reflection by 10 for the duration of the skill.

* Requires: An equipped shield
* Duration: 8 / 10 / 12
* CD: 20
* Required Level: 4 / 8 / 12

## Attunement Talent

For duration of the skill it increases elemental magic power and reduces mana cost of related skills by 1MP. Each attunement is related to a specific element.

* Elemental Magic Power Increase: 10 / 14 / 16
* Duration: 10
* CD: 250
* Required Level: 1 / 5 / 9

## Other Talents

### Smoke Bomb

Creates a 3x3 cloud of opaque smoke, blocking line of sight.

* CD: 20
* Range: 7
* Duration: 5 / 8 / 10
* AoE: 1.5
* Required Level: 4 / 8 / 12

### Sleeping Dart

Puts an enemy into a deep sleep.

* CD: 10
* Range: 7
* Duration: 5 / 7 / 8
* Required Level: 1 / 5 / 9

### Vanish

When activated, all monsters will immediately forget about you. Increases stealth by 10 for 10 turns.

* CD: 100
* Range: Self
* Duration: Instant
* Required Level: 8
Power Shot

### Description

Delivers a powerful shot with your ranged weapon dealing increased damage and knockback.

### Class

Ranger

**Power Shot** is a cooldown talent that lets you make a ranged attack with your currently equipped weapon. This attack knocks the enemy back, and its damage is multiplied by  2 / 2.2 / 2.4 (depending on the level of the talent). It works with ranged weapons, projectiles and staves.

The Ranger starts with one point invested in this talent.
Rogue Fable III Wiki

## Welcome to the Rogue Fable III Wiki

Rogue Fable III is now a full release game on Steam since the 22nd of December 2021. The developer is routinely making game updates and expanding content.

Note that this wiki has information from 2 very different versions of the game:

* The steam version, which is updated regularly with new features and balance.
* The web version, which is no longer updated but available to play for free.

## An Intro from the Creator

Rogue Fable III combines the challenge, tactics and strategy of classic rogue-likes with a modern interface and graphics. Designed from the ground up to be beatable in a single hour, but with a huge variety between runs. Rogue Fable III includes:

* 10 base character classes which can be multi-classed over the course of a game.
* 8 distinct races which all have strengths and weaknesses in game.
* 6 skills, 65 talents and 42 abilities from which to build your character.
* 13 unique dungeon branches to discover.
* 110 monster types each with their own abilities, behaviors, strengths and weaknesses.
* 140 items to collect.

Rogue Fable III is in active, continuous development and will be receiving regular updates for the next few weeks.

Massive thanks to the many testers who helped make this release possible. I couldn’t have done it without you guys!

We’ve been using a discord group for feedback, bugs and general game discussion: https://discord.gg/uC9m5wU

## Content

**Tactics**
**Classes**
**Races**
**Talents**
**Attributes and Stats**
**Skills**
**Items**
**Dungeon Branches**
**Terrain**
**Objects**
**Rooms**
**NPCs**
**Guides**
**Enemy Information**
**Enchanting**
**Misc**
**Release Versions**
**Developer Updates**
Attributes and Stats

## Attributes

There are three different attributes: Strength, Dexterity, and Intelligence. Each class starts with two attributes at 10, and one at 13. You gain an attribute point every 3 levels starting at level 3, or by using either an Attribute Fountain or a Potion of Attribute. Attributes max out at 20. For every point over 10 you get extra stats:

**Strength**: +2 HP, +1 Melee

**Dexterity**: +1 Stealth, +1 Range. For every two points: +1 Evasion.

**Intelligence**: +1 MP, +1 Spell Power

Attributes are permanent, and there is no upper limit.

## Defense

There are 4 stats that help defend your character:

**Protection**: Damage from physical attacks (melee and ranged) is reduced by a number between 0 and your protection. The minimum damage is 1.

**Evasion**: Each point increases the chance to dodge any attack by 5%, up to a maximum of 75%. Your chance to dodge while strafing is double your evasion percentage.

**Reflection**: Each point increases the chance to reflect projectile attacks by 5%, up to a maximum of 75%.

**Stealth**: Each point in stealth decreases the chance of unaware enemies spotting you. It also increases the damage of criticals by 5%.

## Resistance

There are 4 types of resistances: Fire, Cold, Shock, and Toxic.

One level of resistance gives you a 40% reduction in damage from that element type. Two levels gives a 50% reduction, and three levels gives a 60% reduction. Any points after that do nothing.

You can get resistances from talents or equipment (shields, armor and rings).

## Offense

Offense has two categories: melee and ranged. Each point increases the damage of that type of attack by 5%.

## Magic Power

Spell power increases the duration and damage of spells. Each point increases the damage and duration of your spells by 5%. Elemental power is equal to your spell power + any elemental bonuses you have, and only effects spells and staffs of that element.

## Regeneration

HP and MP regenerate naturally over time. Base HP regeneration is 1 per 10 turns and base MP regeneration is 1 per 15 turns. You can increase your HP and MP regeneration stats with:

Talents - Regeneration, Tranquility

Items - Charm of Regeneration, Charm of Clarity

The number of turns required will be reduced by your regeneration stats. For example, if you had 1 point in the Regeneration talent, which grants +1 HP regeneration per point, you will gain 1 HP in 9 turns (10 - 1).

## Food

Each point of food lasts 51 turns.

Each point gives 5.1HP and 3.4 MP from base regen.

A full bar of 20 food gives 102HP and 68MP regen.
Cold Spells

### Cone Of Cold

Blasts a group of enemies with freezing cold, damaging, slowing, and knocking them back.

* Mana Cost: 3
* Damage: 10 / 14 / 16
* AOE - Vertically or horizontally: A 3x3 in the direction cast, missing the two squares diagonal to yourself.
* AOE - Diagonally: A 3x3 in the direction cast, missing the corner directly opposite to you.
* Required Level: 1 / 5 / 9
* Element: Cold

### Freezing Cloud

Summons a cloud of freezing vapors that will damage characters standing within it.

* Mana Cost: 4
* Damage: 3 / 5 / 6
* Range: 4
* Duration: 10
* AOE: 3x3
* Required Level: 4 / 8 / 12
* Element: Cold

Conducts electricity.

### Freeze

Freezes a character in a block of ice rendering them unable to act for the duration of the effect.

* Mana Cost: 4
* Range: 3
* Duration: 8 / 12 / 14
* Required Level: 4 / 8 / 12
* Element: Cold

Even after the enemy has died the square will remain frozen (and un-passable) for the duration of the effect.

### Flash Freeze

Freezes all enemies in sight.

* Mana Cost: 5
* Range: Line of Sight
* Duration: 5 / 7 / 8
* Required Level: 8 / 12 / 16
* Element: Cold

Flash Freeze duration is unaffected by spell power.
Swiftness

**Swiftness** is a sustained effect type talent.  This ability can't level up.  While the effect is maintained, you move at double speed.

It is in the Enchanter's talents by default, or can be unlocked by any other class using a Tome of Enchantment.

### Mechanics

Moving at "double speed" means that you can move twice in one turn.  You can also move once, and then perform some other action, such as an attack.  During your first move on your turn, only enemies that are fast or that have Haste cast on them will be able to move, and others will be frozen in place.

If you also have Strafe Attack, it only activates on the second movement.

Note that you don't get two *actions* per turn--you only get a free movement.  It doesn't let you attack twice in a turn.

If you move through damaging terrain, such as lava, while sustaining the effect, the damage will only trigger every other step instead of every step.  Similarly, if an enemy casts a spell that makes the terrain you're on damaging, such as the wall of fire, you may be able to avoid damage entirely by stepping out of the effect immediately.

If you have Slow cast on you, it cancels out Swiftness, making your movement normal.  You can still move diagonally.

Your food counter goes down based on your number of turns, not based on your number of steps, so Swiftness can help your food stretch further.
Altars

Altars select a god for your character. You only get to select a god once per run.

####  Altar of the Archer

* The Archer will occasionally grant you a gift of projectiles, approximately once every 500 turns.

####  Altar of the Wizard

* There will be a 5% chance that spells will use no mana.

####  Altar of Wealth

* You will be granted a one-time large sum of gold. Any clear space in the 3x3 area around your character will be filled with gold piles, ranging from 10 to 20 gold.

####  Altar of Health

* You will occasionally be healed when below half heath. There is a 0.5% chance of being healed each turn.

####  Altar of Exploration

* The first time you descend to each new level, if you are below half health you will be healed.

####  Altar of Trog

* When you drop below 30% health you will go berserk and deal criticals.
Ajax the Flame Shaman (steam)

**Note: This is for the Steam version. Web version may be different.**

## Information

#### Stats

* 115 HP
* 4 range
* Normal speed
* Medium size
* 0 protection
* 1 HP regen per 2 turns
* 96 EXP
* Level 14

#### Attack

* 13 fire damage
* 5 Turns

## Abilities

#### Summon Flame Vortex

* 6 Turns
* 7 Range
* Summons level 12 Flame Vortex
* Summon lasts 14 turns

#### Group heal

* 4 Turns
* LoS? Range
* Heals enemies 50% max HP
Enemy Sizes

Different size enemies react differently to terrain and knockback.

Small enemies get Unstable effect from anything that is not Floor (Blood, Bones, Rubble, Etc.) resulting in Critical Damage from physical attacks.

Flying enemies like Bats are not effected by Unstable Terrain.

### Large

Large enemies like Giants and Golems.

Unstable Terrain effects from Oil, Water, Ice.

Reduced knockback.
Ice mage

The Ice Mage is the eighth class in the class selection screen.

The Ice Mage keeps enemies at range with slows and knockback, whittling them away with AOE effects.

## Talents

The Ice Mage starts with the following talents available to invest talent points in:

### Web Version

* Cone of Cold: Starts with one talent point invested.
* Cold Attunement
* Magic Mastery
* Focus
* Freezing Cloud
* Freeze
* Ice Armor

### Steam Version

* Cone of Cold: Starts with one talent point invested.
* Armor of Frost
* Mental Clarity
* Freezing Cloud
* Shield of Ice
* Freeze

## Starting Equipment

* Staff of Ice
* Potion of Energy
* Meat

## Base Stats (Web Version)

### Attributes

* Strength: 10
* Dexterity: 10
* Intelligence: 13

### Defense

* Protection: 0
* Evasion: 1
* Reflection: 0
* Stealth: 0

### Resistance

* Fire: 0%
* Cold: 0%
* Electric: 0%
* Toxic: 0%

### Offense

* Melee: 0
* Ranged: 0

### Spell Power

* Spell: 3
* Fire: 3
* Cold: 3
* Storm: 3
* Toxic: 3

## Base Stats (Steam Version)

### Attributes

* Strength 10
* Dexterity 10
* Intelligence 12

### Basic Stats

* Hit Points 32
* Mana Points 12
* Speed Points 0
* Ability Power 10%
* Protection 0
* Evasion 0%
* Resistances / Special Stats: None
Ice Elemental

*This is for the Steam version of the game. The web version may be different.*

* The ice bomb is created in the 3x3 area around the player, at the point closest to the ice elemental.

#### Slow

* Basic attacks will slow your character, preventing you from moving diagonally.

## Strategies

* The ice bomb is very easy to avoid in an open area, use it to try and deal friendly fire to the enemy.
* The ice elemental has a lot of range, hiding around a corner to lure it in is a good idea but be careful of corridors due to the ice bomb.
Fire mage

The Fire mage is the sixth class in the class selection screen.

The Fire Mage obliterates enemies with the highest base damage starting staff in the game.

For more information, check out

https://rogue-fable-iii.fandom.com/wiki/Fire\_mage\_guide?venotify=created

## Talents

The Fire Mage starts with the following talents available to invest talent points in:

* Fire Ball: Starts with one talent point invested.
* Fire Attunement
* Magic Mastery
* Focus
* Burst of Flame
* Flaming Hands

## Starting Equipment

* Staff of Fire
* Potion of Energy
* Meat

## Base Stats

### Attributes

* Strength: 10
* Dexterity: 10
* Intelligence: 13

### Defense

* Protection: 0
* Evasion: 1
* Reflection: 0
* Stealth: 0

### Resistance

* Fire: 0%

* Cold: 0%
* Electric: 0%

* Toxic: 0%

### Offense

* Melee: 0
* Ranged: 0

### Spell Power

* Spell: 3
* Fire: 3
* Cold: 3
* Storm: 3
* Toxic: 3
Chests

###  Normal Chest

Normal chests can be found throughout the dungeon. They contain items that you can use or sell to a Merchant. Opening a chest and removing an item does not take a turn, but in trap rooms it will activate the trap.

###  Crystal Chest

Crystal chests are found in special rooms. They usually come in groups of three, and you can only open one. By selecting a crystal chest you can see what is inside before opening it. The library contains crystal chests with Tomes, while treasure rooms contain crystal chests with Items.
Ranged Talents

### Power Shot

Delivers a powerful strike with your ranged weapon dealing increased damage and knockback.

* Damage Multi: 2 / 2.2 / 2.4
* CD: 10
* Required Level: 1 / 5 / 9

### Tunnel Shot

Allows you to throw a projectile clear through a number of monsters, dealing increased damage.

* Damage Multi: 2 / 2.2 / 2.4
* CD: 20
* Required Level: 4 / 8 / 12

Works with ranged weapons or projectiles.
Dhalia (S1 Epilogue)

After teleporting to The Arcanum from the East Protectorate Grounds with The Stormguard, Dhalia made a bee-line to her family's home in the Iron Works. She shook her parents, Risoli and Lysander, awake from their slumber and hastily whispered, "I'm sorry. You have to go. Gather only what's important and get out of here as fast as you can. The Bluecoats are after us. Find my friend Tristram Bedivere in Oathstone, he'll be able to help you."

"Will you be okay?" Risoli asks, already in survival mode as she gathered her double-bladed scimitar, smith's tools, and a family portrait. Lysander packed their clothes, retrieved their saved money, and gathered the old letters from Dhalia's traveling sisters.

"I've lasted this long. We're going to join the revolution. I don't know what will happen, but I need to know you're safe. I'll tell Lily and Iris. There should be enough in there to get you started with new shops." Dhalia gestures to the pouch of 300 gold pieces she shoves into her mother's hand. "Dad fly as fast as you can. Change your names. I'll contact you through Tristram once things have settled down. I love you."

Risoli and Lysander pause their packing to hug Dhalia as tears roll down their faces. They understand the life of an adventurer is risky, but it does not make it any easier to say good-bye. "We love you, too, Lia."

(Written in Infernal)

*Dear Lily / Iris,*

*Something has happened. You shouldn't come back to Stormgate. I've heard Oathstone is nice this time of year. I love you.*

*~ Lia*
Flame Spells

###  Fire Ball

Shoots a ball of fire which explodes, damaging monsters and setting fire to flammable objects.

* Mana Cost: 3
* Damage: 14 / 18 / 20
* Range: 5
* AOE: 1.5
* Required Level: 1 / 5 / 9
* Element: Flame

### Burst Of Flame

Creates a burst of flame on a single tile. Will create a large burst of AOE 3 if used on a torch or other flaming object.

* Mana Cost: 4
* Damage: 22 / 28 / 32
* Range: 7
* Required Level: 4 / 8 / 12
* Element: Flame

### Flaming Hands

You will throw flaming projectiles with every attack for the duration of the effect.

* Mana Cost: 4
* Damage: 5
* Range: 5
* Duration: 10 / 15 / 20
* Required Level: 4 / 8 / 12
* Element: Flame

### Fire Bolt

Sends forth a bolt of fire, hitting multiple monsters in a line.

* Mana Cost: 4
* Damage: 16 / 20 / 22
* Range: 5 (Straight), 4 (Diagonally)
* Required Level: 4 / 8 / 12
* Element: Flame

###  Inferno Orb

Summons a slow moving fireball which bursts upon impact in a powerful explosion.

* Mana Cost: 5
* Damage: 26 / 34 / 40
* Range: 8? Los?
* AOE: 1.5
* Required Level: 8 / 12 / 16
* Element: Flame
* Speed: 2 tiles per turn
Enchanter

The Enchanter is the tenth class in the class selection screen.

The Enchanter excels in group battles but struggles in 1v1.

## Talents

The Enchanter starts with the following talents available to invest talent points in:

* Confusion: Starts with one talent point invested.
* Fear
* Magic mastery
* Focus
* Charm
* Mesmerize
* Swiftness

## Starting Equipment

* Staff of Magic Missiles
* Potion of Energy
* Meat

## Base Stats

### Attributes

* Strength: 10
* Dexterity: 10
* Intelligence: 13

### Defense

* Protection: 0
* Evasion: 1
* Reflection: 0
* Stealth: 0

### Resistance

* Fire: 0%
* Cold: 0%
* Electric: 0%
* Toxic: 0%

### Offense

* Melee: 0
* Ranged: 0

### Spell Power

* Spell: 3
* Fire: 3
* Cold: 3
* Storm: 3
* Toxic: 3

## Strategy

With Confusion (especially at level 2 or 3, which targets multiple enemies), the Enchanter's strategy is simple: find a group, confuse them, step back, and let them kill each other; repeat. This strategy is also quite cheap, mana-wise.

Paradoxically, Enchanters are at most risk when facing individual creatures. They don't have a lot of damage-dealing ability, so they struggle killing a strong solo creature. A that point their options are to put they enemy to sleep, scare them off, or charm them, then lead them to where other monsters will kill them.

Since their attacks are not very dependent on spell power, Enchanters can afford to wear heavy armor; this makes dual-classing them as melee fighters a viable option. Having Swiftness also makes it easier to escape a fight that proves to be too dangerous.
Cone of Cold

### Description

Blasts a group of enemies with freezing cold, damaging, slowing, and knocking them back.

### Area of effect

Vertically or horizontally: A 3x3 in the direction cast, missing the two squares diagonal to yourself. Diagonally: A 3x3 in the direction cast, missing the corner directly opposite to you.

### Class

Ice mage

**Cone of Cold** is a spell that damages all enemies in its area, as well as knocking them back a varying number of tiles and slowing them for the next three turns.  The ice mage starts play with this spell.

The spell originates at the caster and can be cast in one of eight directions.

If a water square is affected, it will turn into ice.
Food Points

*This info refers to the steam version. In the web version, it might be different.*

Food Points are game mechanic and indicated by the red bar below the health point bar in the UI. Most races start with 20 food points and consume 1 Food Point per 80 turns. If your Food Points reach zero, not only do you stop regenerating health, but also slowly take damage. Food Points can be replenished by using meat.

There are several situations, where these values are altered.

* The Troll race consumes food at double speed.
* A ring of sustainance halfes the food consumption.
* Mummies do not need food at all, allowing them to rest as long as they want without ever worrying about starving.