recursal/Fanatic-Fandom huggingface dataset:
Wooden Mask

Reward | Grants +10 armor points when worn, acorn beasts will not be hostile.

The Wooden Mask is an armor item that grants +10 armor points, which will reduce any damage intake by a small amount. The wooden mask also has a perk where acorn beasts will not attack you if you come near them, this is hinted at in the item's description, listing: "it makes you look a little like an acorn beast..." This item requires a workbench to be crafted and can be useful for conserving health when fighting enemies.
Poison Totem

The poison totem, equipped onto the totem holster, covers an area with poison when placed. With default stats, it has good range poisoning **every single enemy in range** and stays on the ground for 5 seconds.
Equipping certain items would improve performance of totem, range, durability etc.

* List\_of\_Available\_Totems
Protea

The Protea is an alchemy item that is used to make the Invisibility Potion, which needs 3 Protea, 1 glass, and a nearby alchemy table. It is obtained by Random Spawning (spawns anywhere, gives 1 Protea per item), and Flower Pots (can spawn randomly here, or be planted here, gives 1 Protea per item).

Game Description: "A grey flower that slightly resembles a big eye."
Toughness Potion

Reward | Increased defense

The toughness potion is a consumable item that is unlocked by the construction of an alchemy table. Upon drinking, the player will be granted +40 armor points for the next 30 seconds. This item is fantastic when coupled with armor as you will take very little damage, generally recommended for battle and conserving health.
Chris Sawyer

**Chris Sawyer** is a video game designer and developer. He was the main creator of *RollerCoaster Tycoon* and *RollerCoaster Tycoon 2*, and helped create the later editions in the RollerCoaster Tycoon series.

## Biography and notable works

Chris Sawyer was born in Scotland. He started developing games in 1983. His first big work was in 1988, when he created the coding for the PC version of the video game *Zarch*. In 1991, Sawyer created the entire coding for the video game *Elite Plus*.

One of Sawyer's most notable works, the video game *Transport Tycoon*, was published for PC in June of 1994. He then published two other video games based off of this one, *Transport Tycoon Deluxe* and *Transport Tycoon World Editor*, both in 1995. In *Transport Tycoon*, the goal is for the player to transport goods to get money, building things and buying things in order to do this, with the 2 variations made since enhancing these features.

The first *RollerCoaster Tycoon* was published in 1999. From 2000 to 2004, more editions of the *RollerCoaster Tycoon* series were released, including *RollerCoaster Tycoon 2*, *RollerCoaster Tycoon 3*, as well as spin-offs to the main series. After this, Sawyer did not make any notable video games until he created *Transport Tycoon* for iOS and Android, which was released in July of 2013.

## External links

* Personal Website
* Wikipedia

## References

1. ↑ 1.0 1.1 http://www.chrissawyergames.com/info.htm
2. ↑ https://web.archive.org/web/20010406082426/http://www.randomword.demon.co.uk:80/rob/elite/afefaq.htm#3.19
Wicca Room

This room is represented by a red target symbol on the map - representing the circle you will find in the room.

If you go into this room whilst still alive then nothing special will happen, you will just be able to see the faint outline of the Wicca circle in the centre of the room.

If you return once your character has died and returned as a ghost then you can bring your character back to life by standing in the centre of the circle and waiting for the bar that appears to fill up. Your character will be resurrected with a random amount of health up to the value of 50 HP unless you are playing as Wizard who will come back to life with full health, even if it is above 50 HP.

After this the Wicca Room for that floor will become an empty room - you cannot use it for a second time. Wicca Rooms on subsequent floors will work as normal if you die a second time
Golden acorn

The Golden Acorn is a item that can be obtained by spelunking in a cave the Golden Acorn is a fairly rare find it takes 10 to 20 Days to to grow like other Trees it Does not need to be watered to grow The golden Acorn when it is a small tree it only Gives The Golden Acorn 1 no more then 1 Golden Acorn can be Gotten From the Golden Tree Tree The Tree Size of the Golden Tree gives up to 3 gold ore and 1 Golden Acorn Large tree The Large tree size of the Golden tree give up to 8 Gold ore and one Golden Acorn
Explosive Totem

Equipped to the totem holster, the Explosive Totem is placed and starts flashing. With default stats, the Totem comes with a short range similar to explosive barrels and explodes with **50 damage** after 3 seconds of deployment.

Equipping certain items will improve totem performance, range, durability etc.

*Note - with equipment that 'Increase totem power', damage increase is +10.*

* List\_of\_Available\_Totems
Steel Sword

Range | 3

## Appearance

A grey, diamond-like short sword with a brown handle and golden handguard.

## History

Although less adapted to facing monsters who benefit from range and lacking the crushing power required to defeat the heavy armor and tough flesh of more powerful foes, the sword always was a popular weapon due to being a symbol of nobility and wealth ; a sword is more than a mere giant knife and require very specific forging techniques to be effective. Still, for what it lacks in range or power, swords offer a mix of offense and defense that make them more versatile than any other weapon.

In recent decades, studies of the old world's ruins by Amberfall adventurers has led to the rediscovery of special metallurgy techniques that allowed the city's blacksmith to mass-produce high-quality swords. Created through filling a special metal case with super-heated steel alloy, only the handle need to be properly forged, leading to the creation of a new line of high-quality, inexpensive versions of this previously difficult to create weapon.

Although scoffed at by some as being far inferior to the work of a true swordmsmith, Amberfall's Steel Sword has quickly taken the world by storm for its high quality for its low price, making it highly prized in this section of the world. If a weapon is to be in any soldier's hands, it is likely to be a Steel Sword.

## Tactical Analysis

Being so inexpensive to create, the Steel Sword will be gifted to Raga at no cost and the Engineer will carry one by default. Being surprisingly lightweight given its high quality, it can be thrown relatively quickly. It will also fly relatively far, though it is not suited for long-range combat like the Hunter Spear, its flying speed being relatively slow. The weapon's big disadvantage lies in its lack of firepower ; being a mass-produced sword, it is lethal enough to cut through the hide of minor monsters but any foe with decent armor or excessive mass will absorb its blows without too much trouble. It is likewise too slow to use to take upon large crowds of foes.

Though this weapon can carry its user surprisingly far, any adventurer will eventually want to trade it for something better.
Gold Helmet

Reward | +40 armor points when worn.

The Gold Helmet is an armor item that is unlocked by the construction of an anvil. It provides +40 armor points which is as much as a toughness potion and will reduce any damage intake by a significant amount. It serves the same function as the Iron Helmet, but is more expensive to craft. The game hints that there is a perk to it with it's description saying: "but no better than an iron helmet, is it?" but no perks have been discovered. It can provide great protection for you in late game stages and is recommended when fighting bosses or multiple enemies.
Rock Beast

Commonly found in the Rocky Biome. Can spawn when smashing rocks. They drop Stone,Copper Ore, Iron Ore, Gold Ore, Coal, and uranium. Also, there are several types of rock beasts including, copper rock beasts, iron rock beasts, gold rock beats, and the average rock beasts. Copper rock beasts drop Copper Ore, iron rock beasts drop Iron Ore, and gold rock beasts drop Gold Ore.
Weapons

Redirect to:

* Equipment
Weapons are wieldable items that change the attack style and damage depending on the item equipped. With attacks that do rapid damage such as the Dual Daggers or Killer Bees, this changes the amount of damage done per hit.

You can only carry a single weapon, by equipping one you find, you'll automatically drop the one you are wielding.

Weapons can be found or bought from vendors. Typically after completing the first level you'll find a treasure box with a weapon inside. You also can buy from the shop before leaving town, or while inside the crypt from a Merchant.

## Notes

* Note that there are 5 different attack speeds from fastest to slowest, ultra speed, rapid speed, fast speed, normal speed, and slow speed.
* Boomerang: Can be fired only when the boomerang returns. If it bounces against a wall/object it will return sooner allowing you to throw it again faster.
Skyrocket

Projectile Count | 1

*An explosive, celebratory weapon. Increases attack cooldown. Equipped to weapon sheath.*

Literally, it is a red rocket with a flame trail and a smiling face from the front.

The rocket flies in the fired direction, and if it does not hit anything it will fall onto the ground and explode.

The explosions occur at the point where the rocket itself is 'destroyed', whether hitting the ground, object or an enemy, making it tricky to use against fast moving enemies.

 Links:

* Weapons
Iron Sword

Range | 3

## Appearance

A grey, straight-like medium sword with a large handguard.

## History

The sword has always been a symbol of nobility and wealth, being relatively expensive to create and being a versatile weapon, fitting for both offense and defense. Though swords do happen to be a bit overrated, as their disadvantages tend to show very badly against many of the supernatural threats that exist in the world, they remain a popular and rather efficient choice for a weapon.

The discovery of Amberfall's metallurgy techniques, which allowed it to mass-produce inexpensive high-quality swords, has discouraged many of the swordsmiths in the land. Others have adapted by increasing the quality of their techniques and creating deluxe blades. The Iron Sword is one such model ; it is a custom blade, produced by a master swordsmith using a special iron alloy that is several times tougher and more resistant to rust than standart steel, giving the blade a sleek full metal look and allowing it to stay sharper longer. Compared to the Steel Sword, the Iron Sword cut deeper and its thinner blade allow it to be retracted from its target's body for repeated blows more easily.

Of course, this sword is much more expensive given its exotic materials and the old-school forging techniques used in its conception.

## Tactical Analysis

Essentially a much higher quality version of the Steel Sword, the Iron Sword is a medium-range weapon benefitting from superior firepower. It can be thrown at the same rate of speed as the Steel Sword, which is relatively quickly, and benefit from the same range. It however share one drawback with the Steel Sword, being its slow flying speed. Due to its increased damage output, the Iron Sword is an even more versatile weapon that will not be made obsolete deeper into Death's domain, making short work of minor foes and remaining lethal enough to be viable against tougher enemies.

The Iron Sword excel in single combat, where its firing rate and increased damage make it very effective. Unlike the axe weapons, it does not need trick shots to be truly effective and thus require much less tactical maneuvering to fight enemies. The weapon will however falter against agile enemies who fight from a long range as its semi-long range is, like with the Steel Sword, nullified by its slow flying speed.
Angry Owl

Weaknesses: | Long range

## Appearance

Extremely large bird, brown and black in color, with a curved beak and very large, round eyes. Hover over the ground constantly.

## Background

Though most animal species suffer from competition with monsters and the presence of the undead, some species have managed to thrive. One such species is that of the owls, nocturnal predator birds. Their tendency to hunt silently through the night, striking suddenly and with great speed only exposing themselves when necessary, have allowed them to stay out of the way of monsters for the most part and to snatch their meals with ease. Common owls hunt mice and small lizards but in many areas, the presence of monsters and their competition have forced the owls to step up their game, as one may say. Such areas saw the birth of new breeds of owls, their bodies enlarged until they may now hunt small monsters and large lizards.

One should keep in mind that although they are animals, not monsters, and thus will not attack sapients normally, their nickname does have a sensible origin: they are not afraid of sapients like other wild animals and if provoked, will counterattack with lightning speed.

## Tactical analysis

Angry owls are wild animals and as such, will not attack sapients normally, being instead more interested in living out their lives or hunting down less challenging prey than hulking humanoids clad in spike-covered steel plates. Still, adventurers should beware of pestering those great winged beasts ; their claws, being designed to grab and tear apart the hardened skin and scales of monsters, will do grievous damage even to armored targets, delivering large cuts even to steel plates. Likewise, unlike the more diminutive golden bats, the angry owls will be neither timid or hesitant in its attacks and will charge with extreme speed.

As a general rule, it is best to leave those animals alone. Should an adventurer truly wish, or need, to get rid of those feathered predators, it may be best to clear out the entire room first as to give oneself the room necessary to maneuver ; attempting to dodge an angry owl's lightning-quick attacks while being simultaneously harassed by the undead will result in much pain or even death more often than not. Once an angry owl is isolated, an adventurer may then strike at it from afar. Once struck, the angry owl will continue to move, only slowing down after a short moment and if it deliver a successful strike, it will then fly off in a random direction at full speed. If struck mid-charge, the angry owl will readjust the trajectory of its attack so it is not recommended to deliver successful hits quickly, as it will do nothing but pump the owl into a towering rage, causing a simple counterattack charge to become a homing one.

Due to their speed, a long-range weapon is best ; a close-range attack is likely to result in the unlucky adventurer trading hits with the owl. Though it is a mere animal and thus, its feathered body is nowhere near as tough as armor, the hits received will definitely add up in the long run.
Arthur's Lance

Projectile Count | 1

*Once wielded by a mighty warrior to defeat demons.*
Can be gotten by killing the White Zombie on The Cemetery 1-1.

## Special Attributes

+5 damage to Mutant Zombie's and Zombie Overlord

+10 damage to Zombies's, Zombie Grave Robber's and Death

Double damage to Ghost type enemies

Triple damage to Deminion's and White Deminion

To unlock Moto, see Moto
Raga

The main protagonist of 'A Wizard's Lizard' and the titular wizard's lizard, Raga is the first character that will be available to the player upon starting a new game.

## Appearance

Raga looks like a black lizard, with short limbs and a big head. He stands upright and is covered in black scales, his eyes having a yellow color. He has a forked tongue, which is visible when he is attacking. He also wear a purple collar with a gold medal. While alive, Raga has a big smile on his face while walking and standing idly but will lose it if he dies and continue his journey as a ghost.

## Background

Years ago, Sir Wizard encountered a lizard in the forest near the town of Amberfall, where his tower lies. Finding the lizard docile and tame, the wizard decided to adopt the lizard as his familiar and pet, naming him Raga. One day, during one of the wizard's experiments, he splattered an untested potion on him by mistake, altering his features to allow him to stand upright and giving him the necessary mouth structures to communicate. Thankfully, the transformation did not have any other side-effects and Raga continued his life peacefully, running the occasional errand, enjoying lazy afternoons, and generally being a typical familiar and pet... That is, until the time of the game's introduction. After Sir Wizard completed a new potion which would give immortality to the drinker, Death appeared before the pair and kidnapped the wizard, leaving Raga all alone.

Raga thus begun his journey toward Death's crypt in order to rescue his master.

## Abilities and Traits

**Healthpoints (Living):** 50

**Healthpoints (Dead):** 50

**Speed:** 100%

**Starting Weapon:** Steel Sword

**Starting Equipment:** Light Totem

**Starting Items:** n/a

## Analysis

Raga is tied with Luna for having the highest overall maximum health (100), and he is the only character to start with a totem. He also has another advantage, as a result of his design; being the smallest character in the game, his sprite fits his collision box much more exactly than with other characters, making dodging enemy projectiles easier.

His average health value while living may be seen as a disadvantage to some, and the fact that his starting weapon is the Steel Sword is a definite setback.
Rooms

In A Wizard's Lizard, the crypt and dungeon structure is randomly generated. However, there are some rules when it comes to the generation of a new Floor.

## Common Rooms

The default type of room has no special symbol on the compass, and this type of room makes up the majority of the map. They can have up to four adjacent rooms, which can have any type, though most often there only will be one room. Most of the rooms will contain monsters to the current Room Level. Upon clearing a room, a player might be rewarded with a random pickup or chest that will be tucked away sometimes on the side of the room.

Aside from the generic monster rooms, there are also some notable types that are still somewhat different: They are mostly void of monsters, and for example present an object like a chest, or a game of chance in the center. As with every common room, it is possible for them to exist multiple times on the same level, since technically speaking they are no special kind of room.

* Treasure Room.

* A Shop Similar to the village, with more expensive prices, and a shop keeper which you can kill for all the items.

* Blueprint Buy Area

* Wicca Room Where you can return to the Realm Of The Living for a max of 50hp.

* Boss Room

* Slime Key Room
Monsters

**SCP Exoneration** features a large amount of new enemies distributed on all floors. Unlike tradicional enemies, some of them are able to apply stats effects to Isaac, which makes defence more importante in gameplay.

# SCP Enemies

Enemies in this category are related to SCP series. They generally have more complex mechanics compared to other enemies.

# Enemy Variants

Behave similar to vanilla enemies, featuring slight differences.
Battle Axe

Range | 2

## Appearance

A double-bladed iron axe with a short wooden handle.

## History

Due to the superior strength enjoyed by most monster breeds and demons, most sapients have adapted by creating new types of spears as to strike at them without putting themselves in range of the often deadly claws, fangs, and magic that those foes benefit from. However, some sapients, especially among the species who benefit from greater physical strength, have instead worked to create massive weapons of war designed to smash, crush, and obliterate the defenses of those foes and allow a mortal sapient to overwhelm supernatural threats before they can use their unnatural abilities. The battle axe is one such weapon.

Its curved dual blades are designed to slice straight through the toughest of armor and bite through even the improved flesh of demons, with the weapon's impressive weight allowing the user to outright crush the target as well as cut it. However, as not every species is brave enough, or strong enough, to take advantage of its traits, merchants and blacksmiths the world over have designed a special varient, created using an unique spell discovered by a rather daring wizard. The spell would cause any metal object to bounce like a crazy ball. This mundane spell, when applied to a weapon, was discovered to allow for a smaller battle axe to be produced ; it could be thrown from a distance and gain the same level of lethality as the classic heavy battle axe through sheer momentum.

Thus, one of the most popular monster hunting tools was created.

## Tactical Analysis

The battle axe is designed for pure raw brute strength and is noticeably trickier to use than most weapons ; the battle axe is too unwiedly to be thrown at the same rate of speed as swords or spears and its heavy weight will cause it to quickly arc to the ground, giving it a short range. Thus, the battle axe may initially seem to be a sub-par weapon... however, if the axe strike a hard surface, it will bounce off from it, granting it extra momentum and range. Although a direct axe strike is an unimpressive one, axes become exponentially deadlier as they bounce off surfaces and gain momentum ; bouncing twice or more before striking a target result in the axe become a metallic whirlwind of death that will outright obliterate weaker monsters and inflict considerable damage on the toughest of targets.

In the hands of a master and in close quarters, the weapon's sheer firepower and bouncy properties will make it excel. Many tougher monsters who may ambush adventurers from around corners or behind cover can be flushed out safely and efficiently using this weapon. Its drawbacks lies however in its low firing rate, which make it less useful against large crowds, its mediocre flight speed, and its less than stellar effectiveness when used in direct strikes ; if an enemy is rushing straight toward an adventurer in open ground and said adventurer is equipped with a battle axe, the axe will fail that adventurer.
Wizard

The other titular character and Raga's master. Rescuing him is the main objective of the game and doing so ends the game.

## Appearance

A humanoid figure covered by an elaborate purple and gold robe, which covers all of his body with only his glowing eyes being visible.

## Background

An ex-adventurer who saw much of the world and spent his life studying the mysteries of the old world from before Death's takeover, Sir Wizard is a beloved figure of Amberfall, which he helped found, and is generally regarded as its benefactor, having put the town on the map by sharing the secrets of his discoveries with the townfolk and building a museum for both the inhabitants and visitors. Having seen the effects of Death's reign extensively both during his career and during his stay at Amberfall, Sir Wizard worked on an experimental potion which would make one immortal thus allowing humanity to break free of Death. This decision lead to the game's events as although he is successful in his experiments, Death learn of them and kidnap him to prevent him spreading the knowledge of his creation. He is presumably held and tortured in the Crypt by Death during the duration of the game.

Out of all the playable characters, the wizard's quest as a playable character is the only one that is not tied to the main narrative.

## Unlocking

The Wizard is unlocked by beating the game once.

## Abilities and traits

**Healthpoints (Living):** 30

**Healthpoints (Dead):** 30

**Speed:** 100%

**Starting Weapon:** Fire Staff

**Starting Equipment:** n/a

**Starting Items:** n/a

## Analysis

The Wizard has the lowest HP out of all the characters (in all forms), and has no starting equipment to make up for it. He does however start the game with the Fire Staff (and as such is the only character that can use it), which fires multiple projectiles, and deals fire damage. However, its short range, average damage, and the Wizards low HP still making him a rather weak character, in the grand scheme of things.

## Bugs

Any weapon the wizard used after having died once would have very low cooldown, and an increased projectile count (+2). *(Fixed in v.2.0.11)*
The forest

The Forest is an optional level that can be accessed by destroying a section of the wall in one of the rooms on Cemetary 1. The section of wall to destroy is represented by a club in place of the circular or triangular patterns that make up the fencing surrounding the Cemetary Rooms. If you hit this section of wall then the entrance to The Forest will appear.

There are no new Monsters within The Forest, instead level is populated with monsters from both the Cemetary Levels and the Sewer Levels, which can result in fighting Werewolves and Green Slimes in the same room.

The level (unsurprisingly) has a forest theme, with the breakables being represented by small trees and sees the addition of a new type of trap. The Bear Trap harms the protagonist if it is walked over.

The final boss for The Forest is not a singular boss like other levels, instead it is the Werewolf Ambush, where the player is required to defeat multiple Werewolf monsters whilst also avoiding traps and other monsters.

The Forest is also where the Spade can be located - dropped by a Grave Robber - which can then be used to unlock a secret during the Sewer levels. The Spade is not a powerful weapon so it is often a better tactic to defeat the Werewolf Ambush using a stronger weapon and then return to pick up The Spade.
Trickster Gear

## Trickster Head

 Attributes | Increases trickiness, increases totem power.

## Trickster torso

 Attributes | Increases trickiness, increases maximum health.

## Trickster Touch

 Attributes | Increases trickiness, decreases attack cooldown.

## Trickster Treads

 Attributes | Increases trickiness, increases speed.

## Trickster Circle

 Attributes | Increases trickiness, increases soul power.

## Trickster Sword

 Projectile Count | 1

*A tricky weapon that does tricky damage.*
### Special Attributes

The Trickster Sword gains 5 damage for every piece of **Trickster Gear** the player is wearing.

Deals 35 damage when the player is wearing all five pieces.

## Trickster Spear

 Projectile Count | 1

*A tricky weapon that does tricky damage.*
### Special Attributes

The Trickster Spear gains 5 damage for every piece of **Trickster Gear** the player is wearing.

Deals 35 damage when the player is wearing all five pieces.
Townfolk

Health: | ∞ in town

## Behavior

The Townfolk of Amberfall have been captured and trapped behind barrels. They need your help to survive.

Rescue Townfolk to have more starting gold. For each rescue, you receive +500 additional gold to start the next game with. Populate the tavern and all the different parts of Amberfall to win the game.

### Strategies

The first townsfolk appears somewhere on 1 - 3

The second townsfolk appears somewhere on 2 - 2

The third townsfolk appears somewhere on 3 - 1

Townsfolk will always be on their floor for every run regardless of whether you have already saved them or not. This means that farming townsfolk for extra gold may be a good strategy for players who are just starting up.

To save them, you just have to interact with the townsfolk. They are in plain sight in the room so as long as you explore all of the floor, you will find them.
Blueprint

Similar to the standard shop, this room has a Blue Print merchant and will typically sell a single blueprint and two additional items - usually charms.

The Blue Prints purchased in this room are used to stock the starting shop where the player can buy weapons, armour, and accessories for cheap before starting the game. Prices start at 5,000 gold for the Blue Print, but the prices of the items in the starting store unlocked by doing so are considerably lower than this.

Unlike the standard Shop the Merchant in the Blue Print room cannot be attacked to obtain the items for free.
References

Braindump:

- Boyruy = Boken (Shining Force NPC)

- The Engineer = jhuck

- Luna = from Lava Blade

- Merchant = Spelunky Shop Keeper

- Moto = Short for Motoaki Takenouchi (Shining Force 2 composer)

- Raga = derived from lagarto, Spanish for "lizard"

- Cube, Cyclops = from Onslaught! Arena

- Face Hugger = from Aliens universe

- Lurker = Zora from The Legend of Zelda

- Ironsword = Ironsword (NES) AKA Wizards & Warriors II

- Slowrd = slow sword

- Maro's Statue = combination of several Armos variations from the Zelda universe

and many mooooore
Moto

## Unlocking

Unlocking Moto requires the use of Arthur's Lance, and as such requires you to start from The Cemetery.

1. Find the room with rows of tombstones in The Cemetery 1-1, and kill the White Zombie that spawns from the middle grave. This enemy can only be interacted with as a ghost. Upon death, the zombie will drop Arthur's Lance.

2. Using the lance (must be lance attack!), find and kill the White Deminion in The Crypt 3-1. Upon death, the deminion will drop the Demon Key.

3. Find and rescue Moto in The Crypt 3-2. He's imprisoned like a normal townsperson, and will most likely be found at the end of a chain of rooms.

## Abilities and traits

**Healthpoints (Living):** 60

**Healthpoints (Dead):** 30

**Speed:** 100%

**Starting Weapon:** Essence of the Wolf

**Starting Equipment:** n/a

**Starting Items:** n/a
Earth Totem

The earth totem, equipped onto the totem holster, hurls four boulders diagonally that bounce against walls when placed. With default stats, it has a moderate range dealing **20 damage** each boulder and stays on the ground for 5 seconds.
Equipping certain items would improve performance of totem, range, durability etc.

* List\_of\_Available\_Totems
Monsters

Monsters is the general term used to define the various hostile creatures that inhabit the game's world. Though the term itself actually refer to supernatural beasts that exist outside of the natural order, it is commonly used to refer to enemies in general.

Monsters come in many diverse styles and forms, each with their own method of attack and strategies. Some are merely very large and dangerous wild animals, others are fierce monsters packing supernatural traits, yet others are evil sapients who prey upon their fellow sapients for their own selfish goals, others yet are demonic and undead abominations that serve Death. Regardless of who they are, they will seek to end the player character's life whenever encountered and must be defeated to progress, the doors of each room remaining locked until all of them have been destroyed.

Sometimes, a foe will drop a pick-up (usually a gold piece or a fruit) when destroyed. Many of the humanoid, living foes will become specters upon death.
Luna

## Unlocking

Rescuing Luna requires you to open a series of chests, and as such this can only be done by starting from the Cemetery.

1. First, get the Slime Key from The Cemetery 1-2. Requires you to be a **ghost**.

2. Use the key to unlock the slime chest in The Sewers 2-2 to acquire the Blood Key. Requires you to be **alive**.

3. Find Luna in The Crypt and unlock the cell with the Blood Key.

## Abilities and traits

**Healthpoints (Living):** 70

**Healthpoints (Dead):** 30

**Speed:** 100%

**Starting Weapon:** Hunting Spear

**Starting Equipment:** n/a

**Starting Items:** n/a

## Analysis

Tied with Raga for highest total maximum health at start (70 living + 30 dead = 100), as well as having the highest maximum HP out of any character makes Luna quite the durable fighter. Her starting weapon, the Hunting Spear, boasts a long range and allows Luna to take out her enemies from a safe distance, on top of her innate durability.

Luna also has the largest character sprite, which might confuse the player when it comes to hitboxes. On top of that, Luna is the only character who does not have any sort of speciality or bonus associated with her at the start.
Realm of the Dead

Death is not the end in this action RPG. Once your protagonist has run out of HP in the Realm Of The Living you will get a second chance in the Realm of the Dead. Once you switch over to The Realm of the Dead, the game becomes brighter - items such as the Candle or the Lantern have little to no impact on the light around the protagonist in the Realm of the Dead - and the colours become bolder.

Your character will change form and reappear as a ghost with a halo and the enemies you could previously see as harmless spectral forms from the Realm of the Living will now become dangerous. Ghosts, Piles of Bones, Small Flying Skulls, and Big Flying Skulls are only dangerous in the Realm of the Dead. These monsters are in addition to any other monsters that would have been within the room whilst in the Realm of the Living.

In the Wizard's Lizard, death is used as a game mechanism and you will need to use death and the Wicca Room to access all the areas and unlockables of the game. Barriers which were unpassable in living form may become accessible once dead. There is also an increased likelihood of obtaining Souls in the Realm of the Dead as enemies such as the Pile of Bones often drop Souls upon defeat. This can be useful when trying for the Soul Hoarder Achievement.
Light Totem

The light totem, equipped onto the totem holster, blasts enemies horizontally and vertically with energy when placed. With default stats, it has a moderate range dealing **20 damage** each energy orb and stays on the ground for 5 seconds.
Equipping certain items would improve performance of totem, range, durability etc.

* List\_of\_Available\_Totems
Slime Crystal

*A magical, malevolent crystal entity of slime that has infected the town.*

The slime crystal has a large amount of health, and shoots triple poison balls with a limited range. It appears in a room with a set arrangement in a sewer level, with four poison spore mushrooms and four dashing blade traps, spiderwebs and metal piles around the room.

Usually player weapons are able to hit the crystal staying at one spot without getting hit back, but the dashing blade traps and mushrooms become troublesome distractions. So if your weapon range is not long enough to snipe the crystal, kill the mushrooms and stay away from the edges where the blade traps hit you.

On the crystal's death, it should drop a gold crown of 1000 coins and a health potion, healing 25hp. Bear in mind the door of the room does not close when you enter so feel free to ignore the crystal.
Hunting Spear

Range | 5

## Appearance

A wooden spear with a spade-shaped tip made of metal, attached with adhesives.

## History

Being easier to create than swords and giving the user greater range, which is vital when facing the numberless monsters that inhabit the world, and being generally easier to learn to use correctly, which is also vital for the various militias and adventurers who do not want or cannot afford to spend the years necessary to become swordmasters, the spear has proven itself a mainstay as far as weaponry goes. The obvious disadvantages of spears lies in the difficulty of using it in close quarters and their tendency to break due to strong impacts. Although those disadvantages are significant enough to make the sword more popular as a general purpose weapon against other sapients, the spear is undoubtly prefered and arguably more efficient against monsters who usually have ranged attacks and against whom the greater range of a spear is invaluable.

Since spears tend to break easily and that creating a spear on the level of durability of a well-forged sword or axe is prohibitively expensive, a cheap, easily and quickly produced spear model was designed and then made popular the world over. The Hunting Spear is by no mean viable for war as its steel tip is attached through sturdy adhesive bands that, as sturdy as they may be, will break off against armored foes. Still, the weapon is incredibly easy to maintain, inexpensive to create, and equally easy to repair (the adhesive bands are very durable and if the spear tip break off, the adhesives can be re-applied most of the time for a makeshift repair). It has thus become the primary and most popular weapon for rookie adventurers and militia.

## Tactical Analysis

Despite its looks and lack of lethality, being a simple, cheaply-made spear, the hunting spear is a dedicated monster hunting weapon and as such, benefit from greater range and better flying speed than swords while still remaining lightweight and simple enough to use to be thrown at the same speed. This makes it a net upgrade compared to the steel sword, being capable of striking foes from a greater distance and with greater accuracy while delivering the same damage rate. This give its user an edge over many of the breeds of monsters who exist in the world, as it will allow the user to snipe at them from beyond their own attack range, forcing them to advance into the user's attack radius without being able to counter-attack. However, many of the sneakier and smarter monsters are capable of nullifying this advantage and in close quarters, the hunting spear is unfortunately no more effective than the steel sword.

Most adventurers will want to trade the dependable but quickly obsolete steel sword for one of these as soon as they can, with their low cost making the change a rather benign one on one's wallet. However, though the weapon is definitely functional and an improvement over the steel sword, its low level of lethality may motivate an adventurer to want to trade it for a different weapon type or a more advanced type of spear later on.
Zombie Warlord

Weaknesses: | Slowing, extra damage to Undead

The Zombie Warlord is the boss of the Cemetery. You must beat him in order to proceed to the sewer.

## The Fight

The arena consists of the Warlord starting out in the middle, surrounded by zombie-summoning patches and two ghost spawners. There are a few explosive barrels located through out the room, as well as some gravestones and four torches in the corners.

The Warlord fights by summoning zombies and hitting the player with a flail. There are three types of attack patterns the Warlord will use throughout an encounter:

After summoning zombies,

1. he will the start spinning a flail around, while slowly moving around the room. The flail will increase in range until it reaches a peak, which it will stay at for a while, before slowly decreasing in range again. Once the flail has been pulled all the way back to the Zombie Warlord, he will summon zombies again.
2. he will spin his flail in the same length for a period of time.
3. he will walk towards the player for a while, then stands still and shoot his flail out towards the player.

Note that after summoning zombies three times, the patches will disappear, and will not be able to summon any more zombies. However, the warlord will continue to do the summoning animation after his flail attack without it doing anything, thus opening him up to attacks.
Realm Of The Living

This is the realm in which you will begin gameplay - alive essentially. Whilst you remain in the Realm of the Living you will be able to see the spectral forms of enemies in the background but they will not harm you and you will be unable to kill them. When you are killed the first time, you will enter the Realm of the Dead.

Whilst in the Realm of the Undead, if you can locate a Wicca Room then you can return to the Realm of the Living. There are differences between the two Realms which make moving between them necessary to find all the secrets and unlockables in the game.
Team Exoneration

## Current Creators + Backstory

**Team Exoneration** is currently being worked on by Drarkyel (*Coder*) and Akeldama (*Sprite Maker*). Before the idea of Exoneration, its predecessor was the SCP Pack, originally made by Drarkyel and Akeldama. It only featured 4 original items for it, which are also in this mod. This includes Blood Flies, Bubblebath Bonbons, Panacea, and eventually in Patch v1.1 of the SCP Mod, Encyclopedia of Diseases was added as a bonus.

## Team Creation

Shortly after the creation of that mod, the idea of Exoneration came into existence, and on March 18, 2019, Drarkyel and Akeldama worked together to make Team Exoneration.
Triple Dagger

Projectile Count | 3

*Trio of daggers. Increases projectile count, decreases attack cooldown. Equipped to weapon sheath.*

It is a little dagger with blue handle, guard and blade.

The weapon comes with good projectile spread and count, making it a good crowd controlling tool if its low damage can be compensated.

 Links:

* Weapons
Merchant

Health: | ∞ in town

## Behavior

The Merchant of Amberfall sells three basic weapons, Dual Daggers, Hunting Spear and the Battle Axe but you can upgrade available items by purchasing blueprints from the Blueprint Room on your travels.

The merchant also appears in the Shop room in every level, and this one you can attack, and kill. He acts as if a boss, and has a very large HP pool, so come prepared when interested in attempting to overpower him.

He will use a randomly chosen weapon to attack the player and run in circles around the player, while the fire lanterns will constantly attack you.

### Strategies

The Fire Lanterns are unattackable, and can be somewhat of a pain to deal with. However, the merchant moves in a constant counterclockwise circle around the room and is somewhat predictable in movement.

Timing your attacks, especially with the bonus damage from a Battle Axe that you bounce off the walls can make this fight quite simple. Typically if you're lucky you'll be able to finish him off and pick up a Health Potion he's selling once you're done.
Bat

Weaknesses: | High base damage

### Appearance

A yellow furry mammal with angry eyes, a large nose, long ears, and large leathery wings. Hovers over the ground constantly.

### Background

Life for wild animals is tough in this world ; having to compete with monsters for territory and food as well as the omnipresence of the undead has caused the fauna to suffer extensively. Many species of animals have evolved in unique ways to survive in such conditions and the golden bat is one of the most successful variants. This type of bat breeds extremely quickly and grow to a prodigious size, its sheer size intimidating monsters into leaving it alone and its greater wingspan giving it the necessary agility to get out of the way of the deadlier breeds of monsters and undead. To support its new size, the golden bat supplement its diet with meat, making it an omnivorous predator instead of the more docile insectivore that the smaller, more traditional bat variants are. Like most bats, it is a nocturnal creature that can survive in even the darkest of areas, using its sonar-like echolation to locate threats as well as potential prey.

Although the golden bat is not especially threatening, it is still a common pest found all over the world and if an adventurer is bothered by one or more, they won't make anyone sad by getting rid of them in a forceful manner.

### Tactical analysis

The golden bat is found all over the world and is a common sight to adventurers. Being wild animals, golden bats are relatively docile and will only make timid attacks, hovering in a mostly random way all over their territory. Still, although a golden bat's fangs are not really suited to piercing armor and will not do much damage to an adventurer, the damage they inflict may prove to be one's downfall when conserving vitality is important. Likewise, they may act as bothersome distractions while actual monsters or undead are mounting an assault.

Generally, the golden bat is not worth wasting time upon unless they truly decide to wander into one's way ; adventurers should only focus on attacking them when they decide to actually fly toward them. Due to their non-aggressive behaviour, any kind of weapon will deal with them handily but as they are living beings and thus, more agile than lowly zombies and more resistant to pain, a stronger weapon like axes may a good idea ; a weaker weapon will not stun them like it would a zombie but being merely enlarged animals, they are quite frail and will die quickly to major trauma.
Wearables

Redirect to:

* Equipment
**Equipment** are items you'll find either in chests or purchase from the various Merchants. Unlike Items, You can only have one of each type of equipment at a time.

## Weapons

Weapons are wieldable items that change the attack style and damage depending on the item equipped. With attacks that do rapid damage such as the Dual Daggers or Killer Bees, this changes the amount of damage done per hit.

You can only carry a single weapon, by equipping one you find, you'll automatically drop the one you are wielding.

Weapons can be found or bought from vendors. Typically after completing the first level you'll find a treasure box with a weapon inside. You also can buy from the shop before leaving town, or while inside the crypt from a Merchant.

### Notes

* Note that there are 5 different attack speeds from fastest to slowest, ultra speed, rapid speed, fast speed, normal speed, and slow speed.
* Boomerang: Can be fired only when the boomerang returns. If it bounces against a wall/object it will return sooner allowing you to throw it again faster.

## Armor

Armors are a type of equipable item but do not show on your character. You can only have one type of each armor at a time.

### List of Available Head Items

 Skull of the Demon | Coming Soon | The skull of a demon carved out to suit a warrior's head.

### List of Available Chest

 Shaman Tunic | Coming Soon | Increases totem Duration. Equipped to chest.

### List of Available Hands

 Ranger's Handwraps |  | This organic gloves grant its wearer additional agility.

### List of Available Feet

 Shaman Boots | Coming Soon | Increases totem effect. Equipped to feet.

## Accessories

Accessories may affect your character in various ways. Like weapons and armor, you can only have one of each type of accessory.

### List of Available Books

 Monster Manual |  | Shows you in a bar underneath the remaining Health of enemy monsters.

### List of Available Fingers

 Ring of Multi-Strike |  | Increases projectile count, increases projectile spread.
Items

There are various items throughout the game, all of which you can technically carry at the same time if found. Unlike Equipment, you can carry more than one. Items can be purchased from both the Shop or the Merchant.

These Items, when picked up, add a permanent effect to your character. They cannot be removed and are individually counted on the collection screen. Collectible items can be obtained in a variety of ways and most are unique in that, once appearing in game, they will never appear again during that session. However note that Items or Equipment (including fruit and gold) not picked up in the game won't disappear over time; meaning that Equipment dropped will remain where it was dropped until you pick it up or leave the floor. A dropped item can be left in its place to be collected at a later time.